{"id":107512,"date":"2023-03-25T12:48:16","date_gmt":"2023-03-25T10:48:16","guid":{"rendered":"https:\/\/prohoster.info\/?p=107512"},"modified":"2023-03-27T19:30:35","modified_gmt":"2023-03-27T17:30:35","slug":"proekt-wine-opublikoval-vkd3d-1-7-s-realizacziej-direct3d-12","status":"publish","type":"post","link":"https:\/\/prohoster.info\/fr\/blog\/news\/proekt-wine-opublikoval-vkd3d-1-7-s-realizacziej-direct3d-12","title":{"rendered":"Le projet Wine a publi\u00e9 Vkd3d 1.7 avec l'impl\u00e9mentation de Direct3D 12.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Le projet Wine a publi\u00e9 la version du paquet vkd3d 1.7, avec une impl\u00e9mentation de Direct3D 12 fonctionnant via la traduction des appels vers l'API graphique Vulkan. Le paquet comprend des biblioth\u00e8ques libvkd3d avec l'impl\u00e9mentation de Direct3D 12, libvkd3d-shader avec un traducteur pour les mod\u00e8les de shaders 4 et 5, ainsi que libvkd3d-utils avec des fonctions facilitant le portage des applications Direct3D 12, ainsi qu'un ensemble d'exemples de d\u00e9monstration, y compris le port de glxgears vers Direct3D 12. Le code du projet est sous licence LGPLv2.1.    <\/p>\n<p>La biblioth\u00e8que libvkd3d prend en charge la plupart des fonctionnalit\u00e9s de Direct3D 12, y compris les outils pour le graphisme et le calcul, les files d'attente et les listes de commandes, les descripteurs et les descripteurs de m\u00e9moire, les signatures racines, l'acc\u00e8s non ordonn\u00e9, les \u00e9chantillonneurs, les signatures de commandes, les constantes racines, le rendu indirect, et les m\u00e9thodes Clear*() et Copy*(). Dans libvkd3d-shader, la translation du bytecode des mod\u00e8les de shaders 4 et 5 en repr\u00e9sentation interm\u00e9diaire SPIR-V a \u00e9t\u00e9 r\u00e9alis\u00e9e. Les shaders vertex, pixel, tessellation, compute et g\u00e9om\u00e9triques simples, ainsi que la s\u00e9rialisation et la d\u00e9s\u00e9rialisation de la signature racine, sont pris en charge. Parmi les instructions de shaders, on trouve des op\u00e9rations arithm\u00e9tiques, atomiques et bitwise, des op\u00e9rateurs de comparaison et de contr\u00f4le du flux de donn\u00e9es, ainsi que des instructions sample, gather et load, et des op\u00e9rations d'acc\u00e8s non ordonn\u00e9 (UAV, Unordered Access View).     <\/p>\n<p>Dans la nouvelle version :  <\/p>\n<ul>\n<li class=\"l\"> Le travail sur l'am\u00e9lioration du compilateur de shaders en HLSL (High-Level Shader Language) se poursuit :\n<ul>\n<li class=\"l\"> Ajout de la possibilit\u00e9 d'appeler des fonctions personnalis\u00e9es et d'utiliser des tableaux comme param\u00e8tres de fonctions personnalis\u00e9es.\n<li class=\"l\"> Ajout de la prise en charge des param\u00e8tres SV_DispatchThreadID, SV_GroupID et SV_GroupThreadID.\n<li class=\"l\"> Ajout de fonctions int\u00e9gr\u00e9es all(), distance(), exp(), exp2(), frac(), lit(), reflect(), sin(), cos(), smoothstep(), sqrt(), rsqrt(), step(), transpose().\n<li class=\"l\"> Le support initial des types de flottant \u00e0 faible pr\u00e9cision, tels que \u00ab min16float \u00bb, a \u00e9t\u00e9 ajout\u00e9.  <\/ul>\n<li class=\"l\"> Soutien consid\u00e9rablement am\u00e9lior\u00e9 pour les profils des mod\u00e8les de shaders Direct3D 1\/2\/3.\n<li class=\"l\"> Ajout d'une API publique pour l'analyse (vkd3d_shader_parse_dxbc) et la s\u00e9rialisation (vkd3d_shader_serialize_dxbc) des donn\u00e9es binaires DXBC.    <\/ul>\n<p>Source : <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58860\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u043e\u0435\u043a\u0442 Wine \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0430\u043a\u0435\u0442\u0430 vkd3d 1.7 \u0441 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0435\u0439 Direct3D 12, \u0440\u0430\u0431\u043e\u0442\u0430\u044e\u0449\u0435\u0439 \u0447\u0435\u0440\u0435\u0437 \u0442\u0440\u0430\u043d\u0441\u043b\u044f\u0446\u0438\u044e \u0432\u044b\u0437\u043e\u0432\u043e\u0432 \u0432 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u0439 API Vulkan. \u0412 \u0441\u043e\u0441\u0442\u0430\u0432 \u043f\u0430\u043a\u0435\u0442\u0430 \u0432\u0445\u043e\u0434\u044f\u0442 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 libvkd3d \u0441 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0439 Direct3D 12, libvkd3d-shader c \u0442\u0440\u0430\u043d\u0441\u043b\u044f\u0442\u043e\u0440\u043e\u043c 4 \u0438 5 \u043c\u043e\u0434\u0435\u043b\u0438 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432 \u0438 libvkd3d-utils \u0441 \u0444\u0443\u043d\u043a\u0446\u0438\u044f\u043c\u0438 \u0434\u043b\u044f \u0443\u043f\u0440\u043e\u0449\u0435\u043d\u0438\u044f \u043f\u043e\u0440\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439 Direct3D 12, \u0430 \u0442\u0430\u043a\u0436\u0435 \u043d\u0430\u0431\u043e\u0440 \u0434\u0435\u043c\u043e\u043d\u0441\u0442\u0440\u0430\u0446\u0438\u043e\u043d\u043d\u044b\u0445 \u043f\u0440\u0438\u043c\u0435\u0440\u043e\u0432, \u0432\u043a\u043b\u044e\u0447\u0430\u044f \u043f\u043e\u0440\u0442 glxgears [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-107512","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u043e\u0435\u043a\u0442 Wine \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b 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