{"id":181804,"date":"2026-05-30T08:48:32","date_gmt":"2026-05-30T06:48:32","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/novye-versii-wine-11-10-i-vkd3d-2-0"},"modified":"2026-05-30T08:48:32","modified_gmt":"2026-05-30T06:48:32","slug":"novye-versii-wine-11-10-i-vkd3d-2-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/news\/novye-versii-wine-11-10-i-vkd3d-2-0","title":{"rendered":"Nuove versioni di Wine 11.10 e Vkd3d 2.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00c8 stata pubblicata una versione sperimentale dell'implementazione open source di Win32 API \u2014 Wine 11.10. Dalla versione 11.9, sono stati chiusi 17 rapporti di errore e apportate 248 modifiche.<\/p>\n<p>Le modifiche pi\u00f9 importanti:\n<\/p>\n<ul>\n<li class=\"l\"> Il pacchetto integrato Vkd3d con implementazione di Direct3D 12 \u00e8 stato aggiornato alla versione 2.0.\n<li class=\"l\"> \u00c8 stata proposta una revisione del supporto per il linguaggio XPath, implementata senza l'uso della libreria libxml2.\n<li class=\"l\"> Migliorata la compatibilit\u00e0 con VBScript.\n<li class=\"l\"> Sono state aggiunte delle stub per l'API ALPC (Advanced Local Procedure Call) in ntdll: NtAlpcCreatePort(), NtAlpcConnectPort(), NtAlpcAcceptConnectPort(), NtAlpcSendWaitReceivePort(), NtAlpcDisconnectPort() e NtAlpcImpersonateClientOfPort().\n<li class=\"l\"> \u00c8 stato migliorato il supporto per Bluetooth, aggiungendo i metodi BluetoothLEDeviceStatics::FromBluetoothAddressAsync, IBluetoothLEDevice::get_DeviceId, IBluetoothLEDevice::get_GattServices, IGattDeviceService::get_Uuid e IGattDeviceService::get_AttributeHandle.\n<li class=\"l\"> Nell'implementazione di d3dx10 e d3dx11 \u00e8 stata aggiunta la possibilit\u00e0 di caricare file DDS con array di texture. Nella funzione D3DX10LoadTextureFromTexture() \u00e8 stato aggiunto il supporto per texture 3D, texture con supporto per livelli di dettaglio e generazione di MIP-levels (MipMap).\n<li class=\"l\"> Nella DLL win32u sono state implementate le funzioni NtUserGetMessagePos() e NtUserSetMessageExtraInfo().\n<\/li>\n<li class=\"l\"> Sono stati chiusi i rapporti di errore relativi al funzionamento delle applicazioni: IrfanView, Kodak EasyShare, Git for Windows, Family Tree Maker 2017, Foxit PhantomPDF Business 10.0, Vocaloid 6, Photolemur 3,<br \/>\nTrackChecker.<\/p>\n<\/li>\n<li class=\"l\"> Sono stati chiusi i rapporti di errore relativi al funzionamento dei giochi: Star Wars Racer, Star Wars: Knights of the Old Republic, Age of Empires III: The Asian Dynasties.\n<\/ul>\n<p>Il progetto Wine ha anche pubblicato una versione del pacchetto vkd3d 2.0 con implementazione di Direct3D 12, che funziona tramite la traduzione delle chiamate nell'API grafica Vulkan. Il pacchetto include librerie libvkd3d con l'implementazione di Direct3D 12, libvkd3d-shader con il traduttore di modelli shader e libvkd3d-utils con funzioni per semplificare il porting delle applicazioni Direct3D 12, insieme 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, inclusi gli strumenti per la grafica e il calcolo, code e liste di comandi, descrittori e descrittori di heap, firme radice, accesso non ordinato, Sampler, firme di comando, costanti radice, rendering indiretto, metodi Clear*() e Copy*(). In libvkd3d-shader \u00e8 stata implementata la traduzione del bytecode dei modelli di shader in rappresentazione intermedia SPIR-V. Sono supportati shader di vertici, pixel, tessellazione, calcolo e shader geometrici semplici, serializzazione e deserializzazione delle firme radice. Tra le istruzioni per shader sono state implementate operazioni aritmetiche, atomiche e bitwise, operatori di confronto e di controllo del flusso di dati, istruzioni sample, gather e load, operazioni di accesso non ordinato (UAV, Unordered Access View). <\/p>\n<p>Nella nuova versione di vkd3d:<\/p>\n<ul>\n<li class=\"l\"> Nell'implementazione del linguaggio degli shader HLSL \u00e8 stato aggiunto il supporto iniziale per cicli per modelli di shader da 2 a 3, c'\u00e8 la possibilit\u00e0 di scrivere nella memoria condivisa strutturata dei gruppi di thread, sono state implementate le funzioni integrate tex3Dbias(), tex3Dlod() e texCUBElod(), ed \u00e8 stato garantito il supporto per le semantiche SV_ClipDistance, SV_CullDistance e SV_StencilRef per la gestione dell'input e dell'output dagli shader.\n<li class=\"l\"> Nel compilatore di shader HLSL \u00e8 stata implementata la rimozione automatica dei calcoli duplicati, \u00e8 stato reso possibile il calcolo durante la fase di compilazione di espressioni del tipo x % y con valori noti, e migliorata la distribuzione dei registri temporali. In conformit\u00e0 con le esigenze della specifica HLSL, \u00e8 stata ampliata la visibilit\u00e0 delle variabili nei cicli 'for' (la variabile rimane accessibile dopo il completamento del ciclo). Durante l'analisi dei numeri decimali, \u00e8 stata interrotta la considerazione della locale (ora viene sempre utilizzato il punto come separatore).\n<li class=\"l\"> Migliorato il supporto per il vecchio formato binario degli shader Direct3D. Implementate le istruzioni m4x4, m3x4, m4x3, m3x3, m3x2, phase, texdepth,<br \/>\ntexreg2ar, texreg2gb, texreg2rgb. \u00c8 stata aggiunta la supporto per i modificatori '_dz', '_db', '_dw' e '_da', che possono essere utilizzati con le istruzioni texcrd e texld. \u00c8 stata aggiunta la supporto per i registri 'vFace' e 'vPos' per lavorare con gli shader pixel.<\/p>\n<li class=\"l\"> In DXIL (Direct3D Intermediate Language), nel codice, nelle operazioni di caricamento, salvataggio, modifica atomica e confronto \u00e8 stata implementata la possibilit\u00e0 di utilizzare puntatori ai dati dichiarati in seguito.\n<li class=\"l\"> Nel linguaggio assembly degli shader Direct3D \u00e8 stata aggiunta la supporto per costanti incorporate a 16 bit, cos\u00ec come le flag '64UAVs',<br \/>\n    'ROVs',<br \/>\n    'UAVLoadAdditionalFormats',<br \/>\n    'UAVsAtEveryStage',<br \/>\n    'allResourcesBound',<br \/>\n    'enable11_1ShaderExtensions',<br \/>\n    'int64Ops',<br \/>\n    'nativeLowPrecision',<br \/>\n    'stencilRef',<br \/>\n    'viewportAndRTArrayIndex' e<br \/>\n    'waveOps'.<\/p>\n<li class=\"l\"> Implementate le opzioni di compilazione degli shader: VKD3D_SHADER_COMPILE_OPTION_DENORMAL_MODE_F16, VKD3D_SHADER_COMPILE_OPTION_DENORMAL_MODE_F32, VKD3D_SHADER_COMPILE_OPTION_DENORMAL_MODE_F64 e VKD3D_SHADER_COMPILE_OPTION_CONST_GLOBAL_UNIFORM.\n<\/ul>\n<p>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=65576\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u044d\u043a\u0441\u043f\u0435\u0440\u0438\u043c\u0435\u043d\u0442\u0430\u043b\u044c\u043d\u044b\u0439 \u0432\u044b\u043f\u0443\u0441\u043a \u043e\u0442\u043a\u0440\u044b\u0442\u043e\u0439 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0438 Win32 API &#8212; Wine 11.10. \u0421 \u043c\u043e\u043c\u0435\u043d\u0442\u0430 \u0432\u044b\u043f\u0443\u0441\u043a\u0430 11.9 \u0431\u044b\u043b\u043e \u0437\u0430\u043a\u0440\u044b\u0442\u043e 17 \u043e\u0442\u0447\u0451\u0442\u043e\u0432 \u043e\u0431 \u043e\u0448\u0438\u0431\u043a\u0430\u0445 \u0438 \u0432\u043d\u0435\u0441\u0435\u043d\u043e 248 \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u0439. \u041d\u0430\u0438\u0431\u043e\u043b\u0435\u0435 \u0432\u0430\u0436\u043d\u044b\u0435 \u0438\u0437\u043c\u0435\u043d\u0435\u043d\u0438\u044f: \u0412\u0441\u0442\u0440\u043e\u0435\u043d\u043d\u044b\u0439 \u043f\u0430\u043a\u0435\u0442 Vkd3d \u0441 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0435\u0439 Direct3D 12 \u043e\u0431\u043d\u043e\u0432\u043b\u0451\u043d \u0434\u043e \u0432\u0435\u0440\u0441\u0438\u0438 2.0. \u041f\u0440\u0435\u0434\u043b\u043e\u0436\u0435\u043d\u0430 \u043f\u0435\u0440\u0435\u0440\u0430\u0431\u043e\u0442\u0430\u043d\u043d\u0430\u044f \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 \u044f\u0437\u044b\u043a\u0430 XPath, \u0440\u0435\u0430\u043b\u0438\u0437\u043e\u0432\u0430\u043d\u043d\u0430\u044f \u0431\u0435\u0437 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u044f \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 libxml2. \u0423\u043b\u0443\u0447\u0448\u0435\u043d\u0430 \u0441\u043e\u0432\u043c\u0435\u0441\u0442\u0438\u043c\u043e\u0441\u0442\u044c \u0441 VBScript. \u0412 ntdll \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u044b [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":8,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-181804","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - 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