{"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\/pl\/blog\/news\/proekt-wine-opublikoval-vkd3d-1-5-s-realizacziej-direct3d-12","title":{"rendered":"Projekt Wine opublikowa\u0142 Vkd3d 1.5 z implementacj\u0105 Direct3D 12.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Projekt Wine opublikowa\u0142 wersj\u0119 pakietu vkd3d 1.5, kt\u00f3rej celem jest implementacja Direct3D 12 dzia\u0142aj\u0105cej poprzez translacj\u0119 wywo\u0142a\u0144 do graficznego API Vulkan. W sk\u0142ad pakietu wchodz\u0105 biblioteki libvkd3d z implementacj\u0105 Direct3D 12, libvkd3d-shader z translatorem shader\u00f3w modelu 4 i 5 oraz libvkd3d-utils z funkcjami upraszczaj\u0105cymi portowanie aplikacji Direct3D 12, a tak\u017ce zbi\u00f3r przyk\u0142ad\u00f3w demonstracyjnych, w tym port glxgears na Direct3D 12. Kod projektu jest udost\u0119pniany na licencji LGPLv2.1.    <\/p>\n<p> Biblioteka libvkd3d obs\u0142uguje wi\u0119kszo\u015b\u0107 mo\u017cliwo\u015bci Direct3D 12, w tym narz\u0119dzia do grafiki i oblicze\u0144, kolejki i listy polece\u0144, deskryptory i deskryptory stosu, sygnatury g\u0142\u00f3wne, nieuporz\u0105dkowany dost\u0119p, pr\u00f3bki, sygnatury polece\u0144, sta\u0142e g\u0142\u00f3wne, niebezpo\u015brednie renderowanie oraz metody Clear*() i Copy*().     <\/p>\n<p>W libvkd3d-shader zaimplementowano translacj\u0119 bajtkodu modeli shader\u00f3w 4 i 5 do po\u015bredniej reprezentacji SPIR-V. Obs\u0142ugiwane s\u0105 shadery wierzcho\u0142kowe, pikselowe, tesselacyjne, obliczeniowe i podstawowe shadery geometryczne, a tak\u017ce serializacja i deserializacja sygnatury g\u0142\u00f3wnej. Z instrukcji shader\u00f3w zaimplementowano operacje arytmetyczne, atomowe i bitowe, operatory por\u00f3wnania oraz zarz\u0105dzania przep\u0142ywem danych, instrukcje sample, gather i load, oraz operacje nieuporz\u0105dkowanego dost\u0119pu (UAV, Unordered Access View).     <\/p>\n<p>W nowej wersji:   <\/p>\n<ul>\n<li class=\"l\"> Wprowadzono liczne ulepszenia w kompilatorze shader\u00f3w w j\u0119zyku HLSL (High-Level Shader Language), dost\u0119pnym od wersji DirectX 9.0. W tym mi\u0119dzy innymi w strukturach i tablicach poprawiono wsparcie dla typ\u00f3w obiektowych HLSL, takich jak Texture2D, dodano wsparcie dla wbudowanych funkcji dot(), ldexp() i lerp(), a dla szereg\u00f3w shader\u00f3w 4 i 5 dodano wsparcie dla operator\u00f3w logicznych \u201eand\u201d, \u201eor\u201d i \u201enot\u201d, a tak\u017ce mo\u017cliwo\u015b\u0107 konwersji typ\u00f3w logicznych.\n<li class=\"l\"> Zrealizowano opcj\u0119 VKD3D_SHADER_COMPILE_OPTION_TYPED_UAV do \u0142adowania nieuporz\u0105dkowanego widoku dost\u0119pu (UAV) dla wielosk\u0142adowych format\u00f3w SPIR-V (DXGI_FORMAT).          <\/ul>\n<p>\u0179r\u00f3d\u0142o: <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 5.0.1.1 - aioseo.com -->\n\t<meta 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