{"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\/pt\/blog\/news\/vypusk-d9vk-0-40-realizatsii-direct3d-9-poverh-vulkan","title":{"rendered":"Lan\u00e7amento do D9VK 0.40, implementa\u00e7\u00e3o do Direct3D 9 sobre o Vulkan.","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\">Aconteceu<\/a><\/noindex> lan\u00e7amento do projeto <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/\">D9VK 0.40<\/a><\/noindex>, que fornece a implementa\u00e7\u00e3o do Direct3D 9, funcionando atrav\u00e9s da tradu\u00e7\u00e3o de chamadas na API gr\u00e1fica <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=48227\">Vulkan<\/a><\/noindex>. O projeto \u00e9 baseado na base de c\u00f3digo do projeto <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/\">DXVK<\/a><\/noindex>, que foi ampliada com suporte ao Direct3D 9. Comparado com a implementa\u00e7\u00e3o do Direct3D 9 baseada no WineD3D, o D9VK permite alcan\u00e7ar um desempenho mais elevado, pois a tradu\u00e7\u00e3o do Direct3D 9 atrav\u00e9s do OpenGL \u00e9 mais lenta do que a tradu\u00e7\u00e3o atrav\u00e9s do Vulkan. <\/p>\n<p>D9VK pode ser usado para executar aplica\u00e7\u00f5es e jogos 3D no Linux usando o Wine. Suporta a execu\u00e7\u00e3o da maioria dos jogos baseados no Direct3D 9, que utilizam a vers\u00e3o 2 ou 3 do Shader Model. O c\u00f3digo do projeto <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/\">\u00e9 distribu\u00eddo<\/a><\/noindex> \u00e9 licenciado sob a licen\u00e7a Zlib. Para usar o D9VK, \u00e9 necess\u00e1rio ter drivers com suporte \u00e0 API Vulkan, como AMD RADV 18.3+, NVIDIA 415.22+, Intel ANV 19.0+ e AMDVLK. <\/p>\n<p>Principais melhorias:<\/p>\n<ul>\n<li class=\"l\"> Foi implementada a possibilidade de usar mais de 4 GB de mem\u00f3ria de v\u00eddeo em aplica\u00e7\u00f5es de 32 bits, o que resolveu problemas ao executar mods nos jogos Skyrim e Oblivion;\n<li class=\"l\"> Foi inclu\u00eddo o processamento ass\u00edncrono da sa\u00edda do resultado da renderiza\u00e7\u00e3o na tela (etapa de apresenta\u00e7\u00e3o). Para reduzir lat\u00eancias no fluxo principal de renderiza\u00e7\u00e3o, o processamento da sa\u00edda \u00e9 realizado na thread de submiss\u00e3o de comandos;\n<li class=\"l\"> Foram removidos pontos de sincroniza\u00e7\u00e3o desnecess\u00e1rios da thread de comando ao extrair dados solicitados;\n<li class=\"l\"> O c\u00f3digo para determinar o tempo interno foi alterado para usar um timer espec\u00edfico da plataforma, o que ajudou a resolver problemas com o comportamento incorreto do high_resolution_clock do MinGW;\n<li class=\"l\"> Foi assegurada a libera\u00e7\u00e3o de buffers adiados MANAGED e SYSTEMMEM na fase de execu\u00e7\u00e3o do PrepareDraw, o que resolveu problemas de desempenho em jogos como Risen e Legend of the Heroes: Trails of the Sky;\n<li class=\"l\"> Suporte adicionado <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3d9\/d3dta\">D3DTA_CONSTANT<\/a><\/noindex>, que possibilitou a implementa\u00e7\u00e3o correta da renderiza\u00e7\u00e3o <noindex><a rel=\"nofollow\" href=\"https:\/\/ru.wikipedia.org\/wiki\/Bloom\">do efeito de brilho<\/a><\/noindex> em jogos como SpinTyres e Mudrunner;\n<li class=\"l\"> Foi melhorada a compatibilidade com  <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3darticles\/direct3d-9ex-improvements\">DirectX 9Ex<\/a><\/noindex> (D3D9Ex). Levou-se em conta a especificidade do tratamento de ResetEx e Reset;\n<li class=\"l\"> Foram realizados limpeza e refatora\u00e7\u00e3o do c\u00f3digo;\n<li class=\"l\"> Foi assegurado o mapeamento direto dos buffers WRITEONLY, o que pode impactar positivamente o desempenho e contornar um erro no jogo<br \/>\nCounter-Strike: Global Offensive, que leva \u00e0 continua\u00e7\u00e3o da grava\u00e7\u00e3o no buffer ap\u00f3s sua libera\u00e7\u00e3o;<\/p>\n<li class=\"l\"> Implementado o m\u00e9todo  <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/api\/d3d9\/nf-d3d9-idirect3ddevice9-setdialogboxmode\">SetDialogBoxMode<\/a><\/noindex>, permitindo o uso de caixas de di\u00e1logo em aplica\u00e7\u00f5es em tela cheia;\n<li class=\"l\"> Suporte implementado <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.unrealengine.com\/udk\/Two\/VertexBlendingTutorial.html\">mistura de v\u00e9rtices<\/a><\/noindex>, incluindo <noindex><a rel=\"nofollow\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/win32\/direct3d9\/indexed-vertex-blending\">mistura indexada de v\u00e9rtices<\/a><\/noindex>, necess\u00e1rio para SWVP (SoftWare Vertex Processing);\n<li class=\"l\"> O contador do sampler foi refeito, exibindo-se sobre a imagem atual (heads-up display, HUD);\n<li class=\"l\"> Adicionada a op\u00e7\u00e3o d3d9.dialogBoxMode, que pode ser usada para desativar o funcionamento apenas no modo de tela cheia;\n<li class=\"l\"> Foram feitas otimiza\u00e7\u00f5es de desempenho e resolvidos problemas que se manifestavam ao jogar 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 e Risen 1.\n<\/ul>\n<p>Adicionalmente, pode-se destacar <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/pull\/1264#issuecomment-561776365\">inten\u00e7\u00e3o<\/a><\/noindex> desenvolvedor do projeto <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/\">DXVK<\/a><\/noindex> (implementa\u00e7\u00e3o de DXGI, Direct3D 10 e Direct3D 11 sobre a API Vulkan) se concentrar temporariamente apenas na corre\u00e7\u00e3o de erros, retardando a expans\u00e3o da funcionalidade. Tal desejo <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/doitsujin\/dxvk\/pull\/1264#issuecomment-564253190\">\u00e9 causado<\/a><\/noindex> por preocupa\u00e7\u00f5es sobre a redu\u00e7\u00e3o da qualidade da base de c\u00f3digo e a dificuldade de manuten\u00e7\u00e3o no futuro. Cada atualiza\u00e7\u00e3o da vers\u00e3o 1.4.x gera reclama\u00e7\u00f5es sobre mudan\u00e7as regressivas que n\u00e3o podem ser reproduzidas, localizadas e corrigidas. <\/p>\n<p>Esses problemas exigem an\u00e1lise das causas de sua ocorr\u00eancia, caso contr\u00e1rio, deixar as falhas n\u00e3o corrigidas enquanto a funcionalidade continua a ser expandida pode apenas agravar a situa\u00e7\u00e3o e transformar o processo de manuten\u00e7\u00e3o em um pesadelo. Entre os planos que o desenvolvedor do DXVK pretende implementar antes de passar para o modo de corre\u00e7\u00e3o de erros, est\u00e1 a adi\u00e7\u00e3o de suporte a algumas extens\u00f5es \u00fateis do Vulkan e a fus\u00e3o com os desenvolvimentos do projeto D9VK.<\/p>\n<p>Adendo: em andamento  <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/releases\/tag\/0.40.1\">formado<\/a><\/noindex>  lan\u00e7amento corretivo do D9VK 0.40.1, no qual <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Joshua-Ashton\/d9vk\/commit\/88b6d8a6be5cd807d9709f60a21ff21fb84b9b47\">foi corrigido<\/a><\/noindex> o valor padr\u00e3o de COLOR0 nos shaders de v\u00e9rtice para vec4(1) e corrigido um erro que fazia com que os bits dos slots para sa\u00eddas do shader fossem aplicados incorretamente por padr\u00e3o e, portanto, corrigidos de maneira inadequada pelo backend, levando \u00e0 sua substitui\u00e7\u00e3o por vec4(0).<\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Fonte: <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 5.0.3 - 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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