{"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\/pl\/blog\/news\/vypusk-d9vk-0-40-realizatsii-direct3d-9-poverh-vulkan","title":{"rendered":"Wydanie D9VK 0.40, realizacja Direct3D 9 na Vulkana","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\">Zdarzy\u0142o si\u0119<\/a><\/noindex> wydanie projektu <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/\">D9VK 0.40<\/a><\/noindex>, oferuj\u0105cym implementacj\u0119 Direct3D 9, dzia\u0142aj\u0105c\u0105 poprzez translacj\u0119 wywo\u0142a\u0144 w API graficznym <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=48227\">Vulkan<\/a><\/noindex>. Projekt oparty jest na bazie kodu projektu <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/\">DXVK<\/a><\/noindex>, kt\u00f3ry zosta\u0142 rozszerzony o wsparcie dla Direct3D 9. W por\u00f3wnaniu do implementacji Direct3D 9 oparty na WineD3D, D9VK pozwala uzyska\u0107 wy\u017csz\u0105 wydajno\u015b\u0107, poniewa\u017c translacja Direct3D 9 przez OpenGL dzia\u0142a wolniej od translacji przez Vulkan. <\/p>\n<p>D9VK mo\u017ce by\u0107 u\u017cywany do uruchamiania aplikacji 3D i gier w systemie Linux przy u\u017cyciu Wine. Obs\u0142uguje uruchamianie wi\u0119kszo\u015bci gier opartych na Direct3D 9, wykorzystuj\u0105cych 2 lub 3 wersj\u0119 Shader Model. Kod projektu <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/\">rozpowszechniany<\/a><\/noindex> jest dostarczany na licencji Zlib. Aby u\u017cywa\u0107 D9VK, wymagane s\u0105 sterowniki obs\u0142uguj\u0105ce API Vulkan, takie jak AMD RADV 18.3+, NVIDIA 415.22+, Intel ANV 19.0+ oraz AMDVLK. <\/p>\n<p>Zaimplementowano wywo\u0142ania systemowe waitid (oczekiwanie na zmian\u0119 stanu procesu), pinsyscall (do przekazywania informacji o punkcie wej\u015bcia execve w celu ochrony przed exploitami ROP), getthrname i setthrname (uzyskiwanie i ustalanie nazwy w\u0105tku).<\/p>\n<ul>\n<li class=\"l\"> Zrealizowano mo\u017cliwo\u015b\u0107 u\u017cycia wi\u0119cej ni\u017c 4 GB pami\u0119ci wideo w aplikacjach 32-bitowych, co rozwi\u0105za\u0142o problemy z uruchamianiem mod\u00f3w w grach Skyrim i Oblivion;\n<li class=\"l\"> W\u0142\u0105czono asynchroniczne przetwarzanie wyj\u015bcia renderowania na ekran (etap prezentacji). Aby zmniejszy\u0107 op\u00f3\u017anienia w g\u0142\u00f3wnym w\u0105tku renderowania, przetwarzanie wyj\u015bcia odbywa si\u0119 w w\u0105tku przesy\u0142ania polece\u0144 (command submission thread);\n<li class=\"l\"> Usuni\u0119to zb\u0119dne punkty synchronizacji w\u0105tku polece\u0144 przy ekstrakcji \u017c\u0105danych danych;\n<li class=\"l\"> Kod do okre\u015blania wewn\u0119trznego czasu zosta\u0142 przet\u0142umaczony na u\u017cycie specyficznego dla platformy timera, co pomog\u0142o rozwi\u0105za\u0107 problemy z nieprawid\u0142owym dzia\u0142aniem high_resolution_clock z MinGW;\n<li class=\"l\"> Zrealizowano zwolnienie op\u00f3\u017anionych bufor\u00f3w MANAGED i SYSTEMMEM na etapie przed wykonaniem PrepareDraw, co rozwi\u0105za\u0142o problemy z wydajno\u015bci\u0105 w grach Risen i Legend of the Heroes: Trails of the Sky;\n<li class=\"l\"> Dodano wsparcie dla <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3d9\/d3dta\">D3DTA_CONSTANT<\/a><\/noindex>, umo\u017cliwiaj\u0105cym realizacj\u0119 poprawnego renderowania <noindex><a rel=\"nofollow\" href=\"https:\/\/ru.wikipedia.org\/wiki\/Bloom\">efektu po\u015bwiaty<\/a><\/noindex> w grach SpinTyres i Mudrunner;\n<li class=\"l\"> Poprawiono zgodno\u015b\u0107 z  <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3darticles\/direct3d-9ex-improvements\">DirectX 9Ex<\/a><\/noindex> (D3D9Ex). Uwzgl\u0119dniono specyfik\u0119 obs\u0142ugi ResetEx i Reset;\n<li class=\"l\"> Przeprowadzono czyszczenie i refaktoryzacj\u0119 kodu;\n<li class=\"l\"> Zapewniono bezpo\u015brednie mapowanie bufor\u00f3w WRITEONLY, co mo\u017ce pozytywnie wp\u0142yn\u0105\u0107 na wydajno\u015b\u0107 i obej\u015b\u0107 b\u0142\u0105d w grze<br \/>\nCounter-Strike: Global Offensive, prowadz\u0105cy do kontynuacji zapisu w buforze po jego odblokowaniu;<\/p>\n<li class=\"l\"> Zrealizowano metod\u0119  <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/api\/d3d9\/nf-d3d9-idirect3ddevice9-setdialogboxmode\">SetDialogBoxMode<\/a><\/noindex>, umo\u017cliwiaj\u0105cy u\u017cycie okien dialogowych w aplikacjach pe\u0142noekranowych;\n<li class=\"l\"> Zrealizowano wsparcie <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.unrealengine.com\/udk\/Two\/VertexBlendingTutorial.html\">mieszania wierzcho\u0142k\u00f3w<\/a><\/noindex>, w tym <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3d9\/indexed-vertex-blending\">indeksowanego mieszania wierzcho\u0142k\u00f3w<\/a><\/noindex>, niezb\u0119dnego dla SWVP (SoftWare Vertex Processing);\n<li class=\"l\"> Przerobiono licznik pr\u00f3bki wy\u015bwietlany na bie\u017c\u0105cym obrazie (heads-up display, HUD);\n<li class=\"l\"> Dodano opcj\u0119 d3d9.dialogBoxMode, kt\u00f3r\u0105 mo\u017cna wykorzysta\u0107 do wy\u0142\u0105czenia trybu pe\u0142noekranowego;\n<li class=\"l\"> Wprowadzono optymalizacje wydajno\u015bci i rozwi\u0105zano problemy wyst\u0119puj\u0105ce podczas uruchamiania gier 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 i Risen 1.\n<\/ul>\n<p>Dodatkowo mo\u017cna zaznaczy\u0107 <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/pull\/1264#issuecomment-561776365\">zamiar<\/a><\/noindex> deweloper projektu <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/\">DXVK<\/a><\/noindex> (wdro\u017cenie DXGI, Direct3D 10 i Direct3D 11 na bazie API Vulkan) na pewien czas skupi\u0107 wysi\u0142ki tylko na naprawianiu b\u0142\u0119d\u00f3w, wstrzymuj\u0105c rozszerzenie funkcjonalno\u015bci. Takie pragnienie <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/pull\/1264#issuecomment-564253190\">wynika z<\/a><\/noindex> z obawami o obni\u017cenie jako\u015bci bazy kodu oraz utrudnienie wsparcia w przysz\u0142o\u015bci. Ka\u017cda aktualizacja ga\u0142\u0119zi 1.4.x wywo\u0142uje skargi na regresywne zmiany, kt\u00f3rych nie udaje si\u0119 odtworzy\u0107, zlokalizowa\u0107 ani usun\u0105\u0107. <\/p>\n<p>Te problemy wymagaj\u0105 zbadania przyczyn ich powstawania, w przeciwnym razie pozostawienie ich nierozwi\u0105zanymi przy kontynuacji rozwoju funkcjonalno\u015bci mo\u017ce jedynie pogorszy\u0107 sytuacj\u0119 i zamieni\u0107 proces wsparcia w koszmar. W planach, kt\u00f3re deweloper DXVK zamierza zrealizowa\u0107 przed przej\u015bciem w tryb tylko naprawiania b\u0142\u0119d\u00f3w, jest dodanie wsparcia dla niekt\u00f3rych przydatnych rozszerze\u0144 Vulkan oraz po\u0142\u0105czenie z osi\u0105gni\u0119ciami projektu D9VK.<\/p>\n<p>Dodatek: na gor\u0105cym uczynku  <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/releases\/tag\/0.40.1\">wyr\u00f3wnany<\/a><\/noindex>  poprawka D9VK 0.40.1, w kt\u00f3rej <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/commit\/88b6d8a6be5cd807d9709f60a21ff21fb84b9b47\">naprawiono<\/a><\/noindex> ustawienie domy\u015blne vec4(1) dla COLOR0 w shaderach wierzcho\u0142k\u00f3w oraz napraw\u0119 b\u0142\u0119du, w wyniku kt\u00f3rego bity slot\u00f3w dla wyj\u015b\u0107 shadera domy\u015blnie niew\u0142a\u015bciwie si\u0119 stosowa\u0142y i, co za tym idzie, by\u0142y niepoprawnie poprawiane przez backend, co powodowa\u0142o ich wymian\u0119 na vec4(0).<\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>\u0179r\u00f3d\u0142o: <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 5.0.1.1 - 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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