{"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\/pt\/blog\/news\/novye-versii-wine-11-10-i-vkd3d-2-0","title":{"rendered":"Novas vers\u00f5es do Wine 11.10 e do Vkd3d 2.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Foi lan\u00e7ado o vers\u00e3o experimental da implementa\u00e7\u00e3o aberta da Win32 API \u2014 Wine 11.10. Desde o lan\u00e7amento do 11.9, 17 relat\u00f3rios de bugs foram fechados e 248 altera\u00e7\u00f5es foram feitas.<\/p>\n<p>As altera\u00e7\u00f5es mais importantes:\n<\/p>\n<ul>\n<li class=\"l\"> O pacote integrado Vkd3d com a implementa\u00e7\u00e3o do Direct3D 12 foi atualizado para a vers\u00e3o 2.0.\n<li class=\"l\"> Foi proposta uma reformula\u00e7\u00e3o do suporte ao idioma XPath, implementada sem o uso da biblioteca libxml2.\n<li class=\"l\"> A compatibilidade com VBScript foi aprimorada.\n<li class=\"l\"> Stub APIs ALPC (Advanced Local Procedure Call) foram adicionados ao ntdll: NtAlpcCreatePort(), NtAlpcConnectPort(), NtAlpcAcceptConnectPort(), NtAlpcSendWaitReceivePort(), NtAlpcDisconnectPort() e NtAlpcImpersonateClientOfPort().\n<li class=\"l\"> O suporte ao Bluetooth foi aprimorado, com a adi\u00e7\u00e3o dos m\u00e9todos BluetoothLEDeviceStatics::FromBluetoothAddressAsync, IBluetoothLEDevice::get_DeviceId, IBluetoothLEDevice::get_GattServices, IGattDeviceService::get_Uuid e IGattDeviceService::get_AttributeHandle.\n<li class=\"l\"> Na implementa\u00e7\u00e3o do d3dx10 e d3dx11, foi adicionada a capacidade de carregar arquivos DDS com arrays de texturas. A fun\u00e7\u00e3o D3DX10LoadTextureFromTexture() agora suporta texturas 3D, texturas com suporte a n\u00edveis de detalhe e a gera\u00e7\u00e3o de n\u00edveis MIP (MipMap).\n<li class=\"l\"> As fun\u00e7\u00f5es NtUserGetMessagePos() e NtUserSetMessageExtraInfo() foram implementadas na DLL win32u.\n<\/li>\n<li class=\"l\"> Relat\u00f3rios de erros relacionados a aplicativos foram fechados: 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\"> Relat\u00f3rios de erros relacionados a jogos foram fechados: Star Wars Racer, Star Wars: Knights of the Old Republic, Age of Empires III: The Asian Dynasties.\n<\/ul>\n<p>O projeto Wine tamb\u00e9m publicou uma vers\u00e3o do pacote vkd3d 2.0 com uma implementa\u00e7\u00e3o do Direct3D 12, funcionando atrav\u00e9s da tradu\u00e7\u00e3o de chamadas para a API gr\u00e1fica Vulkan. O pacote inclui bibliotecas libvkd3d com a implementa\u00e7\u00e3o do Direct3D 12, libvkd3d-shader com um tradutor de modelos de sombreamento e libvkd3d-utils com fun\u00e7\u00f5es para facilitar a portabilidade de aplicativos Direct3D 12, al\u00e9m de um conjunto de exemplos demonstrativos, incluindo a portabilidade do glxgears para Direct3D 12. O c\u00f3digo do projeto \u00e9 distribu\u00eddo sob a licen\u00e7a LGPLv2.1.<\/p>\n<p>A biblioteca libvkd3d suporta a maior parte das funcionalidades do Direct3D 12, incluindo ferramentas para gr\u00e1ficos e computa\u00e7\u00e3o, filas e listas de comandos, descritores e descritores de heap, assinaturas raiz, acesso n\u00e3o ordenado, Samplers, assinaturas de comandos, constantes raiz, renderiza\u00e7\u00e3o indireta, m\u00e9todos Clear*() e Copy*(). Na libvkd3d-shader \u00e9 implementada a tradu\u00e7\u00e3o de bytecode de modelos de shaders para uma representa\u00e7\u00e3o intermedi\u00e1ria SPIR-V. Suportam-se shaders de v\u00e9rtices, pixel, tessela\u00e7\u00e3o, computacionais e de geometria simples, serializa\u00e7\u00e3o e desserializa\u00e7\u00e3o de assinatura raiz. Entre as instru\u00e7\u00f5es de shader, s\u00e3o implementadas opera\u00e7\u00f5es aritm\u00e9ticas, at\u00f4micas e de bit, operadores de compara\u00e7\u00e3o e controle de fluxo de dados, instru\u00e7\u00f5es sample, gather e load, opera\u00e7\u00f5es de acesso n\u00e3o ordenado (UAV, Unordered Access View). <\/p>\n<p>Na nova vers\u00e3o do vkd3d:<\/p>\n<ul>\n<li class=\"l\"> Na implementa\u00e7\u00e3o da linguagem de shaders HLSL, foi adicionada suporte inicial para loops em 2-3 modelos de shaders, e agora \u00e9 poss\u00edvel escrever em mem\u00f3ria compartilhada estruturada de grupos de threads, implementadas fun\u00e7\u00f5es embutidas tex3Dbias(), tex3Dlod() e texCUBElod(), al\u00e9m de suporte para as sem\u00e2nticas SV_ClipDistance, SV_CullDistance e SV_StencilRef para tratamento de entrada e sa\u00edda de shaders.\n<li class=\"l\"> No compilador de shaders HLSL, foi implementada a remo\u00e7\u00e3o autom\u00e1tica de c\u00e1lculos duplicados, proporcionando o c\u00e1lculo em tempo de compila\u00e7\u00e3o de express\u00f5es do tipo x % y com valores conhecidos, al\u00e9m de melhorar a aloca\u00e7\u00e3o de registradores tempor\u00e1rios. De acordo com os requisitos da especifica\u00e7\u00e3o HLSL, a visibilidade das vari\u00e1veis em loops 'for' foi ampliada (a vari\u00e1vel permanece acess\u00edvel ap\u00f3s a conclus\u00e3o do loop). No parsing de n\u00fameros decimais, a contagem da localidade foi interrompida (agora, o ponto \u00e9 sempre utilizado como separador).\n<li class=\"l\"> Foi melhorado o suporte ao antigo formato bin\u00e1rio de shaders do Direct3D. Foram implementadas instru\u00e7\u00f5es m4x4, m3x4, m4x3, m3x3, m3x2, phase, texdepth,<br \/>\ntexreg2ar, texreg2gb, texreg2rgb. Suporte adicionado para os modificadores '_dz', '_db', '_dw' e '_da', que podem ser usados com as instru\u00e7\u00f5es texcrd e texld. Adicionado suporte para os registradores 'vFace' e 'vPos' para trabalhar com shaders de pixel.<\/p>\n<li class=\"l\"> No DXIL (Direct3D Intermediate Language), no c\u00f3digo, nas opera\u00e7\u00f5es de carregamento, armazenamento, altera\u00e7\u00e3o at\u00f4mica e compara\u00e7\u00e3o, foi implementada a possibilidade de usar ponteiros para dados declarados posteriormente.\n<li class=\"l\"> No assembler de shaders Direct3D, foi adicionado suporte para constantes integradas de 16 bits, bem como as flags '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\"> As op\u00e7\u00f5es de compila\u00e7\u00e3o de shaders foram implementadas: 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 5.0.3 - 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