{"id":105517,"date":"2022-11-10T21:36:38","date_gmt":"2022-11-10T19:36:38","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan"},"modified":"2022-11-10T21:36:38","modified_gmt":"2022-11-10T19:36:38","slug":"vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/pt\/blog\/news\/vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan","title":{"rendered":"Lan\u00e7amento do DXVK 2.0, implementa\u00e7\u00e3o do Direct3D 9\/10\/11 sobre API Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Est\u00e1 dispon\u00edvel a vers\u00e3o da camada DXVK 2.0, que oferece uma implementa\u00e7\u00e3o do DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 e 11, operando atrav\u00e9s da tradu\u00e7\u00e3o de chamadas na API Vulkan. Para utilizar o DXVK, \u00e9 necess\u00e1rio ter drivers com suporte para a API Vulkan 1.3, como Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 e AMDVLK. O DXVK pode ser usado para executar aplicativos e jogos 3D no Linux com o Wine, servindo como uma alternativa de alto desempenho \u00e0s implementa\u00e7\u00f5es do Direct3D 9\/10\/11 integradas no Wine, que operam sobre OpenGL.        <\/p>\n<p>Principais mudan\u00e7as:  <\/p>\n<ul>\n<li class=\"l\"> As exig\u00eancias para a vers\u00e3o da API gr\u00e1fica Vulkan foram aumentadas \u2014 agora \u00e9 necess\u00e1rio um driver que suporte Vulkan 1.3 (anteriormente, era necess\u00e1rio Vulkan 1.1), o que permitiu implementar o suporte a novos recursos relacionados \u00e0 compila\u00e7\u00e3o de shaders. Na pr\u00e1tica, o DXVK 2.0 pode ser executado em qualquer sistema que suporte o uso do pacote Proton Experimental para rodar jogos baseados em D3D11 e D3D12. Para o winevulkan, \u00e9 necess\u00e1rio pelo menos o Wine 7.1.\n<li class=\"l\"> Foi aceito o c\u00f3digo do projeto dxvk-native, que permite a cria\u00e7\u00e3o de builds nativas do DXVK para Linux (n\u00e3o vinculadas ao Wine), as quais podem ser utilizadas n\u00e3o apenas para executar aplicativos do Windows, mas em aplicativos Linux comuns, o que pode ser \u00fatil para criar portas de jogos para Linux sem modificar o c\u00f3digo de renderiza\u00e7\u00e3o baseado em D3D.\n<li class=\"l\"> O suporte ao Direct3D 9 foi ampliado, incluindo melhorias na gest\u00e3o de mem\u00f3ria (implementando arquivos refletidos na mem\u00f3ria para armazenar c\u00f3pias de texturas), al\u00e9m da implementa\u00e7\u00e3o de suporte \u00e0 leitura correta de \u00e1reas ativas de renderiza\u00e7\u00e3o (resolvendo problemas com o aparecimento de artefatos ao jogar GTA IV) e uma revis\u00e3o da implementa\u00e7\u00e3o da verifica\u00e7\u00e3o de transpar\u00eancia.\n<li class=\"l\"> Para o Direct3D 10, foi interrompido o fornecimento das bibliotecas d3d10.dll e d3d10_1.dll, que n\u00e3o eram instaladas por padr\u00e3o devido \u00e0 presen\u00e7a de uma implementa\u00e7\u00e3o mais avan\u00e7ada do D3D10 no Wine. No entanto, o suporte \u00e0 API D3D10 foi mantido na biblioteca d3d10core.dll.\n<li class=\"l\"> O suporte ao Direct3D 11 foi elevado ao n\u00edvel funcional 12_1 (N\u00edvel de Recurso D3D11), para o qual foram implementadas capacidades como recursos em mosaico (Tiled Resources), rasteriza\u00e7\u00e3o conservativa (Conservative Rasterization) e renderiza\u00e7\u00e3o ordenada no rasterizador (Rasterizer Ordered Views).\n<li class=\"l\"> A implementa\u00e7\u00e3o da interface ID3D11DeviceContext foi reestruturada e aproximada do seu comportamento no Windows, representando o contexto do dispositivo que gera comandos de desenho. A reestrutura\u00e7\u00e3o melhorou a compatibilidade com bibliotecas de terceiros e reduziu a carga no CPU. Em particular, a carga no CPU em jogos que utilizam contextos atrasados (por exemplo, o jogo Assassin's Creed: Origins) ou que frequentemente acionam a opera\u00e7\u00e3o ClearState (por exemplo, o jogo God of War) foi reduzida.\n<li class=\"l\"> Mudan\u00e7as foram feitas relacionadas \u00e0 compila\u00e7\u00e3o de shaders. Com drivers Vulkan que suportam a extens\u00e3o VK_EXT_graphics_pipeline_library, a compila\u00e7\u00e3o de shaders Vulkan durante o carregamento de shaders D3D pelos jogos foi implementada, em vez de durante a renderiza\u00e7\u00e3o, o que resolveu problemas de travamentos devido \u00e0 compila\u00e7\u00e3o de shaders durante o jogo. A extens\u00e3o necess\u00e1ria atualmente \u00e9 suportada apenas em drivers propriet\u00e1rios da NVIDIA, a partir da vers\u00e3o 520.56.06.\n<li class=\"l\"> No shaders D3D11 foi utilizada a modelo de mem\u00f3ria Vulkan.\n<li class=\"l\"> Removida a limita\u00e7\u00e3o do n\u00famero de recursos que podem ser vinculados de uma s\u00f3 vez.\n<li class=\"l\"> Ashes of the Singularity.\n<ul>\n<li> Alan Wake\n<li> Alice Madness Returns\n<li> Anomaly: Warzone Earth\n<li> Beyond Good and Evil\n<li> Dragon Age Origins\n<li> Empire: Total War\n<li> Final Fantasy XV\n<li> Grand Theft Auto IV\n<li> Heroes Of Annihilated Empires\n<li> Limit King Of Fighters XIII\n<li> Metal Gear Solid V: Ground Zeroes\n<li> SiN Episodes: Emergence\n<li> Sonic Generations\n<li> Spider Man\n<li> The Ship\n<li> Warhammer Online\n<li> Ys Seven  <\/ul>\n<\/ul>\n<p>Fonte: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58087\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0414\u043e\u0441\u0442\u0443\u043f\u0435\u043d \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0438 DXVK 2.0, \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0449\u0435\u0439 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u044e DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 \u0438 11, \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 API Vulkan. \u0414\u043b\u044f \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u044f DXVK \u0442\u0440\u0435\u0431\u0443\u0435\u0442\u0441\u044f \u043d\u0430\u043b\u0438\u0447\u0438\u0435 \u0434\u0440\u0430\u0439\u0432\u0435\u0440\u043e\u0432 \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 API Vulkan 1.3, \u0442\u0430\u043a\u0438\u0445 \u043a\u0430\u043a Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 \u0438 AMDVLK. DXVK \u043c\u043e\u0436\u0435\u0442 \u043f\u0440\u0438\u043c\u0435\u043d\u044f\u0442\u044c\u0441\u044f \u0434\u043b\u044f \u0437\u0430\u043f\u0443\u0441\u043a\u0430 3D-\u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439 \u0438 \u0438\u0433\u0440 \u0432 [&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-105517","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0414\u043e\u0441\u0442\u0443\u043f\u0435\u043d \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0438 DXVK 2.0, 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