{"id":119666,"date":"2024-08-29T21:43:02","date_gmt":"2024-08-29T19:43:02","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/proekt-wine-opublikoval-vkd3d-1-13-s-realizacziej-direct3d-12"},"modified":"2024-08-29T21:43:02","modified_gmt":"2024-08-29T19:43:02","slug":"proekt-wine-opublikoval-vkd3d-1-13-s-realizacziej-direct3d-12","status":"publish","type":"post","link":"https:\/\/prohoster.info\/ro\/blog\/news\/proekt-wine-opublikoval-vkd3d-1-13-s-realizacziej-direct3d-12","title":{"rendered":"Proiectul Wine a publicat Vkd3d 1.13 cu implementarea Direct3D 12","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Proiectul Wine a publicat o versiune a pachetului vkd3d 1.13, cu implementarea Direct3D 12, care func\u021bioneaz\u0103 prin transla\u021bia apelurilor c\u0103tre API-ul grafic Vulkan. Pachetul include biblioteci libvkd3d cu implement\u0103ri Direct3D 12, libvkd3d-shader cu transla\u021bia shaderelor model 4 \u0219i 5, \u0219i libvkd3d-utils cu func\u021bii pentru simplificarea port\u0103rii aplica\u021biilor Direct3D 12, precum \u0219i un set de exemple demo, inclusiv portarea glxgears pe Direct3D 12. Codul proiectului este distribuit sub licen\u021ba LGPLv2.1.    <\/p>\n<p>Biblioteca libvkd3d suport\u0103 majoritatea caracteristicilor Direct3D 12, inclusiv instrumente pentru grafic\u0103 \u0219i calcul, cozi \u0219i liste de comenzi, descriere \u0219i descriere a unui heap, semn\u0103turi r\u0103d\u0103cin\u0103, acces nesortat, Sample-uri, semn\u0103turi de comenzi, constante r\u0103d\u0103cin\u0103, randare indirect\u0103, metode Clear*() \u0219i Copy*(). \u00cen libvkd3d-shader este implementat\u0103 transla\u021bia bytecode-ului shaderelor la reprezent\u0103ri intermediare SPIR-V. Se suport\u0103 shadere de v\u00e2rf, pixel, tessela\u021bie, calcul, \u0219i shadere geometrice simple, serializarea \u0219i deserializarea semn\u0103turii r\u0103d\u0103cin\u0103. Din instruc\u021biunile shaderului sunt implementate opera\u021bii aritmetice, atomice \u0219i bitwise, operatori de compara\u021bie \u0219i control al fluxului de date, instruc\u021biuni sample, gather \u0219i load, opera\u021bii de acces nesortat (UAV, Unordered Access View).     <\/p>\n<p>\u00cen noua versiune:  <\/p>\n<ul>\n<li class=\"l\"> Compilerul HLSL a ad\u0103ugat suport pentru desf\u0103\u0219urarea buclelor (loop unrolling, o optimizare prin care opera\u021biile ciclice sunt \u00eenlocuite cu mai multe copii consecutive pentru a folosi mai eficient cache-ul procesorului \u0219i a reduce ramifica\u021bia).\n<li class=\"l\"> A fost ad\u0103ugat suport pentru compilatorul de efecte pentru anumite obiecte de stare ale modelului 4 de shadere.\n<li class=\"l\"> S-a asigurat suportul pentru tipurile BlendState, ComputeShader, DomainShader, GeometryShader, HullShader, DepthStencilState \u0219i RasterizerState pentru modelul 4 de shadere, precum \u0219i pentru func\u021biile OMSetRenderTargets(), SetBlendState(), SetComputeShader(), SetDomainShader(), SetGeometryShader(), SetHullShader(), SetPixelShader(), SetVertexShader(), SetDepthStencilState() \u0219i SetRasterizerState().\n<li class=\"l\"> \u00cen compilatorul de shadere este implementat suportul pentru analiza \u0219i stocarea valorilor de ini\u021bializare \u00een diferite formate pentru variabile globale, parametrii func\u021biilor \u0219i adnot\u0103ri.\n<li class=\"l\"> A fost ad\u0103ugat suport pentru spa\u021biile de registre ale modelului 5.1 de shadere.\n<li class=\"l\">  Sunt implementate func\u021bii \u00eencorporate tex1D(), tex2D(), tex3D(), texCUBE(), asint(), f16tof32(), faceforward(), GetRenderTargetSampleCount(), rcp(), tex2Dbias(), tex1Dgrad(), tex2Dgrad(), tex3Dgrad() \u0219i texCUBEgrad().\n<li class=\"l\"> \u00cen libvkd3d a fost ad\u0103ugat interfa\u021ba ID3D12CommandList6 \u0219i implementat\u0103 posibilitatea de a crea texturi, al c\u0103ror compresie se realizeaz\u0103 la nivelul blocurilor individuale (de exemplu, blocurile de 4&#215;4 pixeli sunt comprimate separat).\n<li class=\"l\"> A fost ad\u0103ugat\u0103 suportul pentru structura vkd3d_shader_parameter_info \u0219i parametrii VKD3D_SHADER_PARAMETER_DATA_TYPE_FLOAT32, VKD3D_SHADER_PARAMETER_NAME_ALPHA_TEST_FUNC, VKD3D_SHADER_PARAMETER_NAME_ALPHA_TEST_REF, VKD3D_SHADER_PARAMETER_NAME_FLAT_INTERPOLATION \u0219i VKD3D_SHADER_PARAMETER_TYPE_BUFFER.      <\/ul>\n<p>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=61786\">opennet.ro<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u0440\u043e\u0435\u043a\u0442 Wine \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b \u0432\u044b\u043f\u0443\u0441\u043a \u043f\u0430\u043a\u0435\u0442\u0430 vkd3d 1.13 \u0441 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0435\u0439 Direct3D 12, \u0440\u0430\u0431\u043e\u0442\u0430\u044e\u0449\u0435\u0439 \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. \u0412 \u0441\u043e\u0441\u0442\u0430\u0432 \u043f\u0430\u043a\u0435\u0442\u0430 \u0432\u0445\u043e\u0434\u044f\u0442 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 libvkd3d \u0441 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u0439 Direct3D 12, libvkd3d-shader c \u0442\u0440\u0430\u043d\u0441\u043b\u044f\u0442\u043e\u0440\u043e\u043c 4 \u0438 5 \u043c\u043e\u0434\u0435\u043b\u0438 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432 \u0438 libvkd3d-utils \u0441 \u0444\u0443\u043d\u043a\u0446\u0438\u044f\u043c\u0438 \u0434\u043b\u044f \u0443\u043f\u0440\u043e\u0449\u0435\u043d\u0438\u044f \u043f\u043e\u0440\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439 Direct3D 12, \u0430 \u0442\u0430\u043a\u0436\u0435 \u043d\u0430\u0431\u043e\u0440 \u0434\u0435\u043c\u043e\u043d\u0441\u0442\u0440\u0430\u0446\u0438\u043e\u043d\u043d\u044b\u0445 \u043f\u0440\u0438\u043c\u0435\u0440\u043e\u0432, \u0432\u043a\u043b\u044e\u0447\u0430\u044f \u043f\u043e\u0440\u0442 glxgears [&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-119666","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u0440\u043e\u0435\u043a\u0442 Wine \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b 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