{"id":54009,"date":"2019-12-15T00:00:00","date_gmt":"2019-12-14T21:00:00","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/vypusk-d9vk-0-40-realizatsii-direct3d-9-poverh-vulkan"},"modified":"2020-02-18T14:01:57","modified_gmt":"2020-02-18T11:01:57","slug":"vypusk-d9vk-0-40-realizatsii-direct3d-9-poverh-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/fr\/blog\/news\/vypusk-d9vk-0-40-realizatsii-direct3d-9-poverh-vulkan","title":{"rendered":"Sortie de D9VK 0.40, impl\u00e9mentation de Direct3D 9 sur Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/releases\/tag\/0.40\">A eu lieu<\/a><\/noindex> lancement du projet <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/\">D9VK 0.40<\/a><\/noindex>, fournissant une impl\u00e9mentation de Direct3D 9, fonctionnant via la traduction des appels dans l'API graphique <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=48227\">Vulkan<\/a><\/noindex>. Le projet est bas\u00e9 sur le code de projet <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/\">DXVK<\/a><\/noindex>, qui a \u00e9t\u00e9 \u00e9tendu avec le support de Direct3D 9. Par rapport \u00e0 l'impl\u00e9mentation de Direct3D 9 bas\u00e9e sur WineD3D, D9VK permet d'obtenir de meilleures performances, car la traduction de Direct3D 9 via OpenGL est plus lente que celle via Vulkan. <\/p>\n<p>D9VK peut \u00eatre utilis\u00e9 pour ex\u00e9cuter des applications et des jeux 3D sous Linux en utilisant Wine. La plupart des jeux bas\u00e9s sur Direct3D 9, utilisant la 2 ou 3 version de Shader Model, sont pris en charge. Le code du projet <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/\">est distribu\u00e9<\/a><\/noindex> est sous la licence libre Zlib. Pour utiliser D9VK, des pilotes prenant en charge l'API Vulkan sont n\u00e9cessaires, tels que AMD RADV 18.3+, NVIDIA 415.22+, Intel ANV 19.0+ et AMDVLK. <\/p>\n<p>Am\u00e9liorations principales :<\/p>\n<ul>\n<li class=\"l\"> La possibilit\u00e9 d'utiliser plus de 4 Go de m\u00e9moire vid\u00e9o dans des applications 32 bits a \u00e9t\u00e9 mise en \u0153uvre, ce qui a r\u00e9solu des probl\u00e8mes lors de l'ex\u00e9cution des mods pour les jeux Skyrim et Oblivion ;\n<li class=\"l\"> Le traitement asynchrone de l'affichage du r\u00e9sultat de rendu \u00e0 l'\u00e9cran (\u00e9tape de pr\u00e9sentation) a \u00e9t\u00e9 inclus. Pour r\u00e9duire les latences dans le flux principal de rendu, le traitement de l'affichage est effectu\u00e9 dans le fil de soumission des commandes ;\n<li class=\"l\"> Des points de synchronisation superflus ont \u00e9t\u00e9 \u00e9limin\u00e9s dans le flux de commandes lors de l'extraction des donn\u00e9es demand\u00e9es ;\n<li class=\"l\"> Le code pour d\u00e9terminer le temps interne a \u00e9t\u00e9 traduit pour utiliser un minuteur sp\u00e9cifique \u00e0 la plateforme, ce qui a aid\u00e9 \u00e0 r\u00e9soudre les probl\u00e8mes de comportement incorrect du high_resolution_clock de MinGW ;\n<li class=\"l\"> Le d\u00e9chargement des tampons en attente MANAGED et SYSTEMMEM \u00e0 l'\u00e9tape avant l'ex\u00e9cution de PrepareDraw a \u00e9t\u00e9 assur\u00e9, ce qui a r\u00e9solu des probl\u00e8mes de performance dans les jeux Risen et Legend of the Heroes: Trails of the Sky ;\n<li class=\"l\"> Ajout du support de <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3d9\/d3dta\">D3DTA_CONSTANT<\/a><\/noindex>, permettant un rendu correct <noindex><a rel=\"nofollow\" href=\"https:\/\/ru.wikipedia.org\/wiki\/Bloom\">de l'effet de luminosit\u00e9<\/a><\/noindex> dans les jeux SpinTyres et Mudrunner ;\n<li class=\"l\"> La compatibilit\u00e9 avec  <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3darticles\/direct3d-9ex-improvements\">DirectX 9Ex<\/a><\/noindex> (D3D9Ex) a \u00e9t\u00e9 am\u00e9lior\u00e9e. Les sp\u00e9cificit\u00e9s du traitement de ResetEx et Reset ont \u00e9t\u00e9 prises en compte ;\n<li class=\"l\"> Un nettoyage et un refactoring du code ont \u00e9t\u00e9 effectu\u00e9s ;\n<li class=\"l\"> Un mappage direct des tampons WRITEONLY a \u00e9t\u00e9 assur\u00e9, ce qui peut avoir un effet positif sur les performances et contourner une erreur dans le jeu<br \/>\nCounter-Strike: Global Offensive, entra\u00eenant la poursuite de l'\u00e9criture dans le tampon apr\u00e8s son d\u00e9blocage ;<\/p>\n<li class=\"l\"> Une m\u00e9thode a \u00e9t\u00e9 mise en \u0153uvre  <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/api\/d3d9\/nf-d3d9-idirect3ddevice9-setdialogboxmode\">SetDialogBoxMode<\/a><\/noindex>, permettant d'utiliser des bo\u00eetes de dialogue dans des applications en plein \u00e9cran ;\n<li class=\"l\"> Le support est impl\u00e9ment\u00e9 <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.unrealengine.com\/udk\/Two\/VertexBlendingTutorial.html\">du m\u00e9lange des sommets<\/a><\/noindex>, y compris <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3d9\/indexed-vertex-blending\">le m\u00e9lange de sommets index\u00e9s<\/a><\/noindex>, n\u00e9cessaire pour SWVP (SoftWare Vertex Processing) ;\n<li class=\"l\"> Le compteur d'\u00e9chantillonneur affich\u00e9 sur l'image actuelle (display heads-up, HUD) a \u00e9t\u00e9 retravaill\u00e9 ;\n<li class=\"l\"> Une option d3d9.dialogBoxMode a \u00e9t\u00e9 ajout\u00e9e, que vous pouvez utiliser pour d\u00e9sactiver le mode plein \u00e9cran.\n<li class=\"l\"> Des optimisations de performance ont \u00e9t\u00e9 apport\u00e9es et des probl\u00e8mes ont \u00e9t\u00e9 r\u00e9solus lors du lancement des jeux GTA: San Andreas, The Masquerade Bloodlines, Max Payne 2, The Sims 2, Silent Hunter 3, Senran Kagura Shinovi, Dungeons and Dragons, Crysis, Metal Slug X, ANGLE, Need for Speed: Carbon et Risen 1.\n<\/ul>\n<p>Il convient \u00e9galement de noter <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/pull\/1264#issuecomment-561776365\">l'intention<\/a><\/noindex> d\u00e9veloppeur du projet <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/\">DXVK<\/a><\/noindex> (impl\u00e9mentation de DXGI, Direct3D 10 et Direct3D 11 sur l'API Vulkan) pour se concentrer temporairement uniquement sur la correction des bugs, en mettant en pause l'expansion des fonctionnalit\u00e9s. Ce d\u00e9sir <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/pull\/1264#issuecomment-564253190\">est caus\u00e9<\/a><\/noindex> par des inqui\u00e9tudes concernant la qualit\u00e9 du code et la complexit\u00e9 de la maintenance \u00e0 l'avenir. Chaque mise \u00e0 jour de la branche 1.4.x entra\u00eene des plaintes concernant des changements r\u00e9gressifs qui ne peuvent pas \u00eatre reproduits, localis\u00e9s et corrig\u00e9s. <\/p>\n<p>Ces probl\u00e8mes n\u00e9cessitent une analyse des causes de leur apparition, sinon les laisser non corrig\u00e9s tout en continuant \u00e0 d\u00e9velopper des fonctionnalit\u00e9s pourrait aggraver la situation et rendre la maintenance cauchemardesque. Parmi les plans que le d\u00e9veloppeur DXVK envisage de mettre en \u0153uvre avant de passer en mode correction de bugs uniquement, figure l'ajout de la prise en charge de certaines extensions utiles de Vulkan et la fusion avec les travaux du projet D9VK.<\/p>\n<p>Compl\u00e9ment : \u00e0 chaud  <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/releases\/tag\/0.40.1\">form\u00e9e<\/a><\/noindex>  une version corrective de D9VK 0.40.1, dans laquelle <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/commit\/88b6d8a6be5cd807d9709f60a21ff21fb84b9b47\">a \u00e9t\u00e9 corrig\u00e9<\/a><\/noindex> la valeur par d\u00e9faut pour COLOR0 dans les shaders de vertex est pass\u00e9e \u00e0 vec4(1) et un bug a \u00e9t\u00e9 corrig\u00e9 o\u00f9 les bits des slots pour les sorties du shader \u00e9taient incorrectement appliqu\u00e9s par d\u00e9faut et donc corrig\u00e9s incorrectement par le backend, entra\u00eenant leur remplacement par vec4(0).<\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Source : <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52035\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0421\u043e\u0441\u0442\u043e\u044f\u043b\u0441\u044f \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0435\u043a\u0442\u0430 D9VK 0.40, \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0449\u0435\u0433\u043e \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u044e Direct3D 9, \u0440\u0430\u0431\u043e\u0442\u0430\u044e\u0449\u0443\u044e \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. \u041f\u0440\u043e\u0435\u043a\u0442 \u043e\u0441\u043d\u043e\u0432\u0430\u043d \u043d\u0430 \u043a\u043e\u0434\u043e\u0432\u043e\u0439 \u0431\u0430\u0437\u0435 \u043f\u0440\u043e\u0435\u043a\u0442\u0430 DXVK, \u043a\u043e\u0442\u043e\u0440\u0430\u044f \u0431\u044b\u043b\u0430 \u0440\u0430\u0441\u0448\u0438\u0440\u0435\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 Direct3D 9. \u041f\u043e \u0441\u0440\u0430\u0432\u043d\u0435\u043d\u0438\u044e \u0441 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0435\u0439 Direct3D 9 \u043d\u0430 \u0431\u0430\u0437\u0435 WineD3D, D9VK \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0434\u043e\u0431\u0438\u0442\u044c\u0441\u044f \u0431\u043e\u043b\u0435\u0435 \u0432\u044b\u0441\u043e\u043a\u043e\u0439 \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438, \u0442\u0430\u043a \u043a\u0430\u043a \u0442\u0440\u0430\u043d\u0441\u043b\u044f\u0446\u0438\u044f Direct3D 9 \u0447\u0435\u0440\u0435\u0437 OpenGL \u0440\u0430\u0431\u043e\u0442\u0430\u0435\u0442 \u043c\u0435\u0434\u043b\u0435\u043d\u043d\u0435\u0435 \u0442\u0440\u0430\u043d\u0441\u043b\u044f\u0446\u0438\u0438 [&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-54009","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=\"\u0421\u043e\u0441\u0442\u043e\u044f\u043b\u0441\u044f \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0435\u043a\u0442\u0430 D9VK.\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"Yuri Gagarin\"\/>\n\t<link rel=\"canonical\" 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