{"id":105181,"date":"2022-09-27T15:37:10","date_gmt":"2022-09-27T13:37:10","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/proekt-wine-opublikoval-vkd3d-1-5-s-realizacziej-direct3d-12"},"modified":"2022-09-27T15:37:10","modified_gmt":"2022-09-27T13:37:10","slug":"proekt-wine-opublikoval-vkd3d-1-5-s-realizacziej-direct3d-12","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/news\/proekt-wine-opublikoval-vkd3d-1-5-s-realizacziej-direct3d-12","title":{"rendered":"Il progetto Wine ha pubblicato vkd3d 1.5 con implementazione di Direct3D 12","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Il progetto Wine ha rilasciato la versione del pacchetto vkd3d 1.5 con implementazione di Direct3D 12, funzionante tramite la traslazione di chiamate nell'API grafica Vulkan. Il pacchetto include le librerie libvkd3d con l'implementazione di Direct3D 12, libvkd3d-shader con il traduttore per gli shader di modello 4 e 5, e libvkd3d-utils con funzioni per semplificare il porting delle applicazioni Direct3D 12, oltre a un insieme di esempi dimostrativi, incluso il port di glxgears su Direct3D 12. Il codice del progetto \u00e8 distribuito con licenza LGPLv2.1.    <\/p>\n<p> La libreria libvkd3d supporta gran parte delle funzionalit\u00e0 di Direct3D 12, comprese le risorse per la grafica e i calcoli, le code e le liste di comandi, i descrittori e i descrittori di heap, le firme delle radici, l'accesso non ordinato, i campionatori, le firme di comando, le costanti radice, il rendering indiretto, i metodi Clear*() e Copy*().     <\/p>\n<p>In libvkd3d-shader, the translation of bytecode for shader models 4 and 5 into intermediate representation SPIR-V has been implemented. Vertex, pixel, tessellation, compute, and basic geometry shaders are supported, along with serialization and deserialization of the root signature. The shader instructions include arithmetic, atomic, and bitwise operations, comparison and control flow operators, sample, gather, and load instructions, as well as unordered access (UAV, Unordered Access View) operations.     <\/p>\n<p>Nella nuova versione:   <\/p>\n<ul>\n<li class=\"l\"> Sono stati apportati numerosi miglioramenti al compilatore di shader in HLSL (High-Level Shader Language), fornito a partire da DirectX 9.0. Tra l'altro, il supporto per i tipi di oggetti HLSL, come Texture2D, \u00e8 stato migliorato per le strutture e gli array, sono state aggiunte il supporto per le funzioni integrate dot(), ldexp() e lerp(), e per i modelli di shader 4 e 5 \u00e8 stata introdotta la supporto per operatori logici \u00aband\u00bb, \u00abor\u00bb e \u00abnot\u00bb, nonch\u00e9 la possibilit\u00e0 di conversione dei tipi booleani.\n<li class=\"l\"> The VKD3D_SHADER_COMPILE_OPTION_TYPED_UAV option has been implemented for loading unordered access views (UAV) for multi-component SPIR-V formats (DXGI_FORMAT).          <\/ul>\n<p>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=57837\">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 1.5 \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-105181","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.0.1 - aioseo.com -->\n\t<meta name=\"description\" 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