{"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\/sk\/blog\/news\/vypusk-dxvk-2-0-realizaczii-direct3d-9-10-11-poverh-api-vulkan","title":{"rendered":"Vydanie DXVK 2.0, implement\u00e1cie Direct3D 9\/10\/11 nad API Vulkan","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>K dispoz\u00edcii je verzia DXVK 2.0, ktor\u00e1 poskytuje implement\u00e1ciu DXGI (DirectX Graphics Infrastructure), Direct3D 9, 10 a 11, pracuj\u00facu prostredn\u00edctvom prekladu volan\u00ed do API Vulkan. Na pou\u017e\u00edvanie DXVK s\u00fa potrebn\u00e9 ovl\u00e1da\u010de s podporou API Vulkan 1.3, ako Mesa RADV 22.0, NVIDIA 510.47.03, Intel ANV 22.0 a AMDVLK. DXVK sa m\u00f4\u017ee pou\u017e\u00edva\u0165 na sp\u00fa\u0161\u0165anie 3D aplik\u00e1ci\u00ed a hier v Linuxe pomocou Wine a predstavuje v\u00fdkonnostne efekt\u00edvnej\u0161iu alternat\u00edvu k zabudovan\u00fdm implement\u00e1ci\u00e1m Direct3D 9\/10\/11 vo Wine, ktor\u00e9 funguj\u00fa na OpenGL.        <\/p>\n<p>Hlavn\u00e9 zmeny:  <\/p>\n<ul>\n<li class=\"l\"> Zv\u00fd\u0161ili sa po\u017eiadavky na verziu grafick\u00e9ho API Vulkan \u2014 na pr\u00e1cu je teraz potrebn\u00fd ovl\u00e1da\u010d s podporou Vulkan 1.3 (predt\u00fdm bola potrebn\u00e1 verzia Vulkan 1.1), \u010do umo\u017enilo implementova\u0165 podporu nov\u00fdch funkci\u00ed s\u00favisiacich s kompil\u00e1ciou shaderov. V praxi je DXVK 2.0 mo\u017en\u00e9 spusti\u0165 na akejko\u013evek s\u00fastave, na ktorej je podporovan\u00e9 pou\u017e\u00edvanie bal\u00edka Proton Experimental na sp\u00fa\u0161\u0165anie hier zalo\u017een\u00fdch na D3D11 a D3D12. Na pr\u00e1cu s winevulkan je potrebn\u00e9 minim\u00e1lne Wine 7.1.\n<li class=\"l\"> Do projektu bol prijat\u00fd k\u00f3d dxvk-native, ktor\u00fd umo\u017e\u0148uje vytv\u00e1ra\u0165 nat\u00edvne zostavy DXVK pre Linux (neviazan\u00e9 na Wine), ktor\u00e9 je mo\u017en\u00e9 pou\u017ei\u0165 nielen na sp\u00fa\u0161\u0165anie Windows aplik\u00e1ci\u00ed, ale aj v be\u017en\u00fdch Linux aplik\u00e1ci\u00e1ch, \u010do m\u00f4\u017ee by\u0165 u\u017eito\u010dn\u00e9 pri vytv\u00e1ran\u00ed portov hier pre Linux bez \u00faprav k\u00f3du pre vykres\u013eovanie zalo\u017een\u00e9ho na D3D.\n<li class=\"l\"> Podpora Direct3D 9 bola roz\u0161\u00edren\u00e1, vr\u00e1tane vylep\u0161en\u00e9ho spravovania pam\u00e4te (na ukladanie k\u00f3pi\u00ed text\u00far s\u00fa vyu\u017e\u00edvan\u00e9 reflex\u00edvne v pam\u00e4ti s\u00fabory), implementovan\u00e1 podpora spr\u00e1vneho \u010d\u00edtania z akt\u00edvnych oblast\u00ed vykres\u013eovania (vy\u0161lo najevo, \u017ee to vyrie\u0161ilo probl\u00e9my s v\u00fdskytom artefaktov pri hran\u00ed GTA IV) a prepracovan\u00e1 implement\u00e1cia kontroly priesvitnosti.\n<li class=\"l\"> Pre Direct3D 10 bol zastaven\u00fd dod\u00e1vky kni\u017en\u00edc d3d10.dll a d3d10_1.dll, ktor\u00e9 sa neinstalovali ako predvolen\u00e9 z d\u00f4vodu existencie pokro\u010dilej\u0161ej implement\u00e1cie D3D10 v wine. Podpora API D3D10 bola v\u0161ak pokra\u010dovan\u00e1 v kni\u017enici d3d10core.dll.\n<li class=\"l\"> Podpora Direct3D 11 bola priveden\u00e1 na \u00farove\u0148 funk\u010dnosti 12_1 (D3D11 Feature Level), pri\u010dom pre dosiahnutie tohto stavu boli implementovan\u00e9 funkcie ako dla\u017edicov\u00e9 zdroje (Tiled Resources), konzervat\u00edvna rastr\u00e1cia (Conservative Rasterization) a usporiadan\u00e9 vykres\u013eovanie v rastri (Rasterizer Ordered Views).\n<li class=\"l\"> Prepracovan\u00e1 a pribl\u00ed\u017een\u00e1 k Windows implement\u00e1cia rozhrania ID3D11DeviceContext, ktor\u00e9 predstavuje kontext zariadenia generuj\u00faci pr\u00edkazy na vykreslenie. Prepracovanie umo\u017enilo zlep\u0161i\u0165 kompatibilitu so vonkaj\u0161\u00edmi kni\u017enicami a zn\u00ed\u017ei\u0165 z\u00e1\u0165a\u017e na CPU. Zvl\u00e1\u0161\u0165 sa zn\u00ed\u017eila z\u00e1\u0165a\u017e na CPU v hr\u00e1ch, ktor\u00e9 intenz\u00edvne vyu\u017e\u00edvaj\u00fa oneskoren\u00e9 kontexty (napr\u00edklad hra Assassin's Creed: Origins) alebo \u010dasto vykon\u00e1vaj\u00fa oper\u00e1ciu ClearState (napr\u00edklad hra God of War).\n<li class=\"l\"> Boli vykonan\u00e9 zmeny s\u00favisiace so kompil\u00e1ciou shaderov. Pri pr\u00edtomnosti Vulkan ovl\u00e1da\u010dov s podporou roz\u0161\u00edrenia VK_EXT_graphics_pipeline_library bola implementovan\u00e1 kompil\u00e1cia shaderov Vulkan po\u010das na\u010d\u00edtania shaderov D3D hrami, a nie po\u010das vykres\u013eovania, \u010do vyrie\u0161ilo probl\u00e9my so zadr\u017eiavan\u00edm sp\u00f4soben\u00e9 kompil\u00e1ciou shaderov po\u010das hry. Po\u017eadovan\u00e9 roz\u0161\u00edrenie je moment\u00e1lne podporovan\u00e9 len v propriet\u00e1rnych ovl\u00e1da\u010doch NVIDIA, za\u010d\u00ednaj\u00fac verziou 520.56.06.\n<li class=\"l\"> V shaderoch D3D11 bola vyu\u017eit\u00e1 pam\u00e4\u0165ov\u00e1 architekt\u00fara Vulkan.\n<li class=\"l\"> Obmedzenie po\u010dtu zdrojov, ktor\u00e9 m\u00f4\u017eu by\u0165 priraden\u00e9 naraz, bolo odstr\u00e1nen\u00e9.\n<li class=\"l\"> Boli odstr\u00e1nen\u00e9 probl\u00e9my prejavuj\u00face sa v hr\u00e1ch:\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>Zdroj: <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 5.0.4 - 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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