{"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\/pl\/blog\/news\/novye-versii-wine-11-10-i-vkd3d-2-0","title":{"rendered":"Nowe wersje Wine 11.10 i Vkd3d 2.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Opublikowano eksperymentalne wydanie otwartej implementacji Win32 API \u2014 Wine 11.10. Od wydania 11.9 zamkni\u0119to 17 zg\u0142osze\u0144 b\u0142\u0119d\u00f3w i wprowadzono 248 zmian.<\/p>\n<p>Najwa\u017cniejsze zmiany:\n<\/p>\n<ul>\n<li class=\"l\"> Wbudowany pakiet Vkd3d z implementacj\u0105 Direct3D 12 zosta\u0142 zaktualizowany do wersji 2.0.\n<li class=\"l\"> Proponowane jest przeprojektowane wsparcie dla j\u0119zyka XPath, zaimplementowane bez u\u017cycia biblioteki libxml2.\n<li class=\"l\"> Poprawiono zgodno\u015b\u0107 z VBScript.\n<li class=\"l\"> Do ntdll dodano stuby dla API ALPC (Advanced Local Procedure Call): NtAlpcCreatePort(), NtAlpcConnectPort(), NtAlpcAcceptConnectPort(), NtAlpcSendWaitReceivePort(), NtAlpcDisconnectPort() oraz NtAlpcImpersonateClientOfPort().\n<li class=\"l\"> Poprawiono wsparcie Bluetooth, dodano metody BluetoothLEDeviceStatics::FromBluetoothAddressAsync, IBluetoothLEDevice::get_DeviceId, IBluetoothLEDevice::get_GattServices, IGattDeviceService::get_Uuid oraz IGattDeviceService::get_AttributeHandle.\n<li class=\"l\"> W implementacji d3dx10 i d3dx11 dodano mo\u017cliwo\u015b\u0107 \u0142adowania plik\u00f3w DDS z tablicami tekstur. Do funkcji D3DX10LoadTextureFromTexture() dodano wsparcie dla tekstur 3D, tekstur obs\u0142uguj\u0105cych poziomy szczeg\u00f3\u0142owo\u015bci oraz generowania poziom\u00f3w MIP (MipMap).\n<li class=\"l\"> W DLL win32u zaimplementowano funkcje NtUserGetMessagePos() i NtUserSetMessageExtraInfo().\n<\/li>\n<li class=\"l\"> Zamkni\u0119to raporty o b\u0142\u0119dach zwi\u0105zane z dzia\u0142aniem aplikacji: IrfanView, Kodak EasyShare, Git for Windows, Family Tree Maker 2017, Foxit PhantomPDF Business 10.0, Vocaloid 6, Photolemur 3, TrackChecker.<br \/>\nZamkni\u0119to raporty o b\u0142\u0119dach zwi\u0105zane z dzia\u0142aniem gier: Star Wars Racer, Star Wars: Knights of the Old Republic, Age of Empires III: The Asian Dynasties.<\/p>\n<\/li>\n<li class=\"l\"> Projekt Wine opublikowa\u0142 r\u00f3wnie\u017c wydanie pakietu vkd3d 2.0 z implementacj\u0105 Direct3D 12, dzia\u0142aj\u0105c\u0105 poprzez translacj\u0119 wywo\u0142a\u0144 do graficznego API Vulkan. Pakiet zawiera biblioteki libvkd3d z realizacj\u0105 Direct3D 12, libvkd3d-shader z translatorem modeli shader\u00f3w oraz libvkd3d-utils z funkcjami upraszczaj\u0105cymi portowanie aplikacji Direct3D 12, a tak\u017ce zestaw przyk\u0142ad\u00f3w demonstracyjnych, w tym port glxgears na Direct3D 12. Kod projektu jest udost\u0119pniany na licencji LGPLv2.1.\n<\/ul>\n<p>W implementacji j\u0119zyka shader\u00f3w HLSL dodano wst\u0119pn\u0105 obs\u0142ug\u0119 p\u0119tli dla modeli shader\u00f3w 2-3, umo\u017cliwiono zapis w strukturalnej pami\u0119ci wsp\u00f3\u0142dzielonej grupy w\u0105tk\u00f3w, zaimplementowano wbudowane funkcje tex3Dbias(), tex3Dlod() i texCUBElod(), zapewniaj\u0105c wsparcie dla semantyk SV_ClipDistance, SV_CullDistance i SV_StencilRef do przetwarzania wej\u015bcia i wyj\u015bcia z shader\u00f3w.<\/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 sterty, sygna\u0142y korzenia, dost\u0119p nieuporz\u0105dkowany, Samplery, sygna\u0142y polece\u0144, sta\u0142e korzenia, niezale\u017cne renderowanie, metody Clear*() i Copy*(). W libvkd3d-shader zrealizowano translacj\u0119 kodu bajtowego modeli shader\u00f3w do po\u015bredniego formatu SPIR-V. Obs\u0142ugiwane s\u0105 shadery wierzcho\u0142k\u00f3w, pikseli, tesselacyjne, obliczeniowe i proste shadery geometryczne, serializacja i deserializacja sygna\u0142u korzenia. Z instrukcji shaderowych zrealizowane zosta\u0142y operacje arytmetyczne, atomowe i bitowe, operatory por\u00f3wnania i zarz\u0105dzania przep\u0142ywem danych, instrukcje sample, gather i load, operacje dost\u0119pu nieuporz\u0105dkowanego (UAV, Unordered Access View). <\/p>\n<p>W nowej wersji vkd3d:<\/p>\n<ul>\n<li class=\"l\"> W realizacji j\u0119zyka shader\u00f3w HLSL dodano pocz\u0105tkowe wsparcie dla p\u0119tli dla modeli shader\u00f3w 2-3, pojawi\u0142a si\u0119 mo\u017cliwo\u015b\u0107 zapisu w strukturalnej pami\u0119ci wsp\u00f3\u0142dzielonej grupy w\u0105tk\u00f3w, zaimplementowano wbudowane funkcje tex3Dbias(), tex3Dlod() oraz texCUBElod(), zapewniaj\u0105c wsparcie dla semantyk SV_ClipDistance, SV_CullDistance oraz SV_StencilRef dla przetwarzania wej\u015bcia i wyj\u015bcia od shader\u00f3w.\n<li class=\"l\"> W kompilatorze shader\u00f3w HLSL zaimplementowano automatyczne usuwanie powtarzaj\u0105cych si\u0119 oblicze\u0144, umo\u017cliwiono obliczanie w trakcie kompilacji wyra\u017ce\u0144 typu x % y z wcze\u015bniej znanymi warto\u015bciami, poprawiono przydzia\u0142 rejestr\u00f3w tymczasowych. Zgodnie z wymaganiami specyfikacji HLSL rozszerzono zasi\u0119g zmiennych w p\u0119tlach 'for' (zmienna pozostaje dost\u0119pna po zako\u0144czeniu p\u0119tli). Podczas parsowania liczb zmiennoprzecinkowych zaprzestano uwzgl\u0119dniania lokalizacji (jako separatora zawsze u\u017cywana jest kropka).\n<li class=\"l\"> Ulepszono wsparcie dla starego binarnego formatu shader\u00f3w Direct3D. Wprowadzono instrukcje m4x4, m3x4, m4x3, m3x3, m3x2, phase, texdepth,<br \/>\ntexreg2ar, texreg2gb, texreg2rgb. Dodano obs\u0142ug\u0119 modyfikator\u00f3w '_dz', '_db', '_dw' i '_da', kt\u00f3re mo\u017cna u\u017cywa\u0107 z instrukcjami texcrd i texld. Dodano obs\u0142ug\u0119 rejestr\u00f3w 'vFace' i 'vPos' do pracy z shaderami pikselowymi.<\/p>\n<li class=\"l\"> W DXIL (Direct3D Intermediate Language) w kodzie, w operacjach \u0142adowania, zapisywania, atomowej zmiany i por\u00f3wnania wprowadzono mo\u017cliwo\u015b\u0107 u\u017cywania wska\u017anik\u00f3w do danych, kt\u00f3re zosta\u0142y zadeklarowane p\u00f3\u017aniej.\n<li class=\"l\"> Do assemblera shader\u00f3w Direct3D dodano wsparcie dla 16-bitowych wbudowanych sta\u0142ych oraz 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' i<br \/>\n    'waveOps'.<\/p>\n<li class=\"l\"> Wprowadzono opcje kompilacji shader\u00f3w: VKD3D_SHADER_COMPILE_OPTION_DENORMAL_MODE_F16, VKD3D_SHADER_COMPILE_OPTION_DENORMAL_MODE_F32, VKD3D_SHADER_COMPILE_OPTION_DENORMAL_MODE_F64 oraz VKD3D_SHADER_COMPILE_OPTION_CONST_GLOBAL_UNIFORM.\n<\/ul>\n<p>\u0179r\u00f3d\u0142o: <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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