{"id":114153,"date":"2024-03-06T12:26:02","date_gmt":"2024-03-06T10:26:02","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/proekt-wine-opublikoval-vkd3d-1-11-s-realizacziej-direct3d-12"},"modified":"2024-03-06T12:26:02","modified_gmt":"2024-03-06T10:26:02","slug":"proekt-wine-opublikoval-vkd3d-1-11-s-realizacziej-direct3d-12","status":"publish","type":"post","link":"https:\/\/prohoster.info\/fr\/blog\/news\/proekt-wine-opublikoval-vkd3d-1-11-s-realizacziej-direct3d-12","title":{"rendered":"Le projet Wine a publi\u00e9 Vkd3d 1.11 avec la mise en \u0153uvre de Direct3D 12","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Le projet Wine a publi\u00e9 la version 1.11 du paquet vkd3d avec une impl\u00e9mentation de Direct3D 12, fonctionnant via la translation d'appels vers l'API graphique Vulkan. Le paquet inclut les biblioth\u00e8ques libvkd3d avec l'impl\u00e9mentation de Direct3D 12, libvkd3d-shader avec un traducteur pour les mod\u00e8les de shaders 4 et 5, et libvkd3d-utils avec des fonctions pour faciliter le portage des applications Direct3D 12, ainsi qu'un ensemble d'exemples de d\u00e9monstration, y compris le port de glxgears sur Direct3D 12. Le code du projet est distribu\u00e9 sous la 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\"> Un support initial pour la compilation de l'ancien bytecode Direct3D en repr\u00e9sentation interm\u00e9diaire de shaders SPIR-V a \u00e9t\u00e9 ajout\u00e9.\n<li class=\"l\"> Le compilateur HLSL a ajout\u00e9 un support initial pour la compilation des profils d'effets Direct3D (\u00ab fx_2_0 \u00bb, \u00ab fx_4_0 \u00bb, \u00ab fx_4_1 \u00bb et \u00ab fx_5_0 \u00bb).\n<li class=\"l\"> Un support exp\u00e9rimental pour la compilation du langage interm\u00e9diaire DXIL (DirectX Intermediate Language) en repr\u00e9sentation SPIR-V et les instructions assembleur de shaders Direct3D a \u00e9t\u00e9 ajout\u00e9.\n<li class=\"l\"> HLSL a ajout\u00e9 un support pour les profils \u00ab fx_2_0 \u00bb, \u00ab fx_4_0 \u00bb, \u00ab fx_4_1 \u00bb et \u00ab fx_5_0 \u00bb, a impl\u00e9ment\u00e9 les fonctions int\u00e9gr\u00e9es acos(), asin(), atan() et atan2(), et a assur\u00e9 le support des ressources \u00ab Buffer \u00bb.\n<li class=\"l\"> Une optimisation a \u00e9t\u00e9 ajout\u00e9e pour effectuer la mise \u00e0 jour des descripteurs en mode asynchrone, ce qui peut acc\u00e9l\u00e9rer les applications actualisant un grand nombre de descripteurs \u00e0 chaque image.\n<li class=\"l\"> L'utilisation des extensions Vulkan VK_EXT_mutable_descriptor_type et VK_EXT_shader_viewport_index_layer a \u00e9t\u00e9 assur\u00e9e pour am\u00e9liorer l'efficacit\u00e9 du pool de descripteurs et acc\u00e9l\u00e9rer le rendu des shaders de sommet et de tessellation.\n<li class=\"l\"> Le support des interfaces ID3D12Device7 et ID3D12Resource2 a \u00e9t\u00e9 ajout\u00e9. Une m\u00e9thode GetResourceAllocationInfo1() a \u00e9t\u00e9 ajout\u00e9e \u00e0 l'interface ID3D12Device4.\n<li class=\"l\"> Le support des interfaces D3DReflect() et D3DDisassemble() a \u00e9t\u00e9 ajout\u00e9.\n<li class=\"l\"> Des requ\u00eates de v\u00e9rification pour D3D12_FEATURE_D3D12_OPTIONS6, D3D12_FEATURE_D3D12_OPTIONS7, D3D12_FEATURE_D3D12_OPTIONS8, D3D12_FEATURE_D3D12_OPTIONS9, D3D12_FEATURE_D3D12_OPTIONS10, D3D12_FEATURE_D3D12_OPTIONS11, D3D12_FEATURE_D3D12_OPTIONS12, D3D12_FEATURE_D3D12_OPTIONS13 ont \u00e9t\u00e9 impl\u00e9ment\u00e9es.\n<li class=\"l\"> De nouvelles options d'assemblage ont \u00e9t\u00e9 ajout\u00e9es : VKD3D_SHADER_COMPILE_OPTION_FEATURE, VKD3D_SHADER_COMPILE_OPTION_FEATURE_INT64, VKD3D_SHADER_COMPILE_OPTION_FEATURE_FLOAT64, VKD3D_SHADER_API_VERSION_1_10 et VKD3D_SHADER_SPIRV_EXTENSION_EXT_VIEWPORT_INDEX_LAYER.\n<li class=\"l\"> Les extensions Vulkan VK_KHR_android_surface, VK_KHR_wayland_surface, VK_KHR_win32_surface, VK_KHR_xlib_surface, VK_EXT_metal_surface et VK_MVK_ios_surface ont \u00e9t\u00e9 impliqu\u00e9es dans les fonctions D3D12CreateDeviceVKD3D() et D3D12CreateDevice().    <\/ul>\n<p>Source : <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60739\">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 1.11 \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-114153","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2.1 - 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 \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0430\u043a\u0435\u0442\u0430 vkd3d 1.11 \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 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