{"id":149988,"date":"2025-11-29T11:12:05","date_gmt":"2025-11-29T09:12:05","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/novye-versii-wine-10-20-vkd3d-1-18-i-vkd3d-proton-3-0"},"modified":"2025-11-29T11:12:05","modified_gmt":"2025-11-29T09:12:05","slug":"novye-versii-wine-10-20-vkd3d-1-18-i-vkd3d-proton-3-0","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/news\/novye-versii-wine-10-20-vkd3d-1-18-i-vkd3d-proton-3-0","title":{"rendered":"Versionet e reja t\u00eb Wine 10.20, Vkd3d 1.18 dhe vkd3d-proton 3.0","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>U publikua nj\u00eb version eksperimental i implementimit t\u00eb hapur t\u00eb Win32 API \u2014 Wine 10.20. Q\u00eb nga l\u00ebshimi i 10.19, jan\u00eb mbyllur 31 raporte gabimesh dhe jan\u00eb b\u00ebr\u00eb 337 ndryshime.      <\/p>\n<p>Ndryshimet m\u00eb t\u00eb r\u00ebnd\u00ebsishme:   <\/p>\n<ul>\n<li class=\"l\"> Paketa e integruar Vkd3d me implementimin e Direct3D 12 \u00ebsht\u00eb p\u00ebrdit\u00ebsuar n\u00eb versionin 1.18.\n<li class=\"l\"> \u00cbsht\u00eb shtuar nj\u00eb dritare dialogu p\u00ebr t\u00eb treguar progresin e skanimit t\u00eb dokumenteve.\n<li class=\"l\"> \u00cbsht\u00eb vazhduar implementimi i mekanizmit Reparse Point, i cili mund\u00ebson lidhjen e t\u00eb dh\u00ebnave shtes\u00eb me skedar\u00ebt dhe katalog\u00ebt, t\u00eb identifikueshme p\u00ebrmes etiketave. \u00cbsht\u00eb siguruar mb\u00ebshtetje p\u00ebr Reparse Point n\u00eb funksionet CreateHardLink(), SetFileAttributes(), FindNextFile(), MoveFileWithProgress()\n<li class=\"l\"> \u00cbsht\u00eb vazhduar ristrukturimi i implementimit t\u00eb Common Control pas ndarjes s\u00eb bibliotek\u00ebs COMCTL32 n\u00eb module t\u00eb ve\u00e7anta p\u00ebr versionet 5 dhe 6.\n<li class=\"l\"> \u00cbsht\u00eb zgjidhur problemi me mbylljen e papritur t\u00eb shum\u00eb loj\u00ebrave (p.sh., Syberia 2) kur p\u00ebrdoret moda WoW64 n\u00eb sisteme me GPU NVIDIA.\n<li class=\"l\"> \u00cbsht\u00eb zgjidhur problemi me ngecjen e reagimit kur shtypen butonat e kontrollit t\u00eb kursorit n\u00eb disa loj\u00ebra, si Might and Magic VI.\n<li class=\"l\"> \u00cbsht\u00eb zgjidhur problemi me ngecjen ose pamund\u00ebsin\u00eb p\u00ebr t\u00eb nisur disa versione t\u00eb Windows t\u00eb aplikacioneve q\u00eb p\u00ebrdorin bibliotek\u00ebn GTK, si p.sh. Meld dhe Geany.    <\/li>\n<li class=\"l\"> Jan\u00eb mbyllur raportet p\u00ebr gabime t\u00eb lidhura me funksionimin e aplikacioneve: SQL Server 2012\/2014, instaluesi i MS Office 365, QuarkXPress 2024, TomTom MyDrive Connect 4.x, Spine, GenLauncher, grepwinNP3, PlayOnline Viewer, tlReader 10.1.0.2004, cmd.exe, CLM Explorer, HiveMQ CE 2025.5.        <\/li>\n<li class=\"l\"> Jan\u00eb mbyllur raportet e gabimeve q\u00eb lidhen me funksionimin e loj\u00ebrave: Civilization 1.2, StarCraft, Last Stand: Aftermath, Mega Man X DiVE, Wagotabi, Geneforge 1 \u2014 Mutagen.           <\/ul>\n<p>Projekti Wine gjithashtu ka publikuar versionin e paket\u00ebs vkd3d 1.18 me implementimin e Direct3D 12, q\u00eb funksionon p\u00ebrmes transmetimit t\u00eb thirrjeve n\u00eb API-n\u00eb grafike Vulkan. Paketa p\u00ebrfshin bibliotekat libvkd3d me implementimin e Direct3D 12, libvkd3d-shader me p\u00ebrkthyesin e modeleve 4 dhe 5 t\u00eb shenjave dhe libvkd3d-utils me funksione p\u00ebr leht\u00ebsimin e portimit t\u00eb aplikacioneve Direct3D 12, si dhe nj\u00eb grup shembujsh demonstrues, duke p\u00ebrfshir\u00eb portin glxgears n\u00eb Direct3D 12. Kodi i projektit shp\u00ebrndahet n\u00ebn licenc\u00ebn LGPLv2.1.    <\/p>\n<p>Biblioteka libvkd3d mb\u00ebshtet shumic\u00ebn e mund\u00ebsive t\u00eb Direct3D 12, duke p\u00ebrfshir\u00eb mjete p\u00ebr grafik\u00eb dhe llogaritje, radh\u00eb dhe lista komanduese, deskriptor\u00eb dhe deskriptor\u00eb kup\u00eb, n\u00ebnshkrime rr\u00ebnj\u00ebsore, qasje t\u00eb pa renditur, Sampler, n\u00ebnshkrime komandash, konstanta rr\u00ebnj\u00ebsore, p\u00ebrshkrimin e t\u00eb pavendosur (indirect) dhe metodet Clear*() dhe Copy*(). N\u00eb libvkd3d-shader \u00ebsht\u00eb realizuar translacioni i kodit t\u00eb bajt\u00ebve t\u00eb modeleve t\u00eb shenjuesve n\u00eb p\u00ebrfaq\u00ebsimin e nd\u00ebrmjet\u00ebm SPIR-V. Mb\u00ebshteten shenjues t\u00eb majt\u00eb, piksel, tessellim, llogaritje dhe shenjues t\u00eb thjesht\u00eb gjeometrik, serializimi dhe deserializimi i n\u00ebnshkrimeve rr\u00ebnj\u00ebsore. Nga instruksionet e shenjuesve jan\u00eb realizuar operacione aritmetike, atomike dhe bitore, operator\u00eb krahasimi dhe kontrolli t\u00eb rrjedh\u00ebs s\u00eb t\u00eb dh\u00ebnave, instruksionet sample, gather dhe load, operacione qasjeje t\u00eb pa renditur (UAV, Unordered Access View).     <\/p>\n<p>N\u00eb versionin e ri t\u00eb vkd3d:  <\/p>\n<ul>\n<li class=\"l\"> N\u00eb implementimin e gjuh\u00ebs s\u00eb shenjave HLSL jan\u00eb shtuar funksionet e integruara countbits(), firstbithigh(), firstbitlow(), frexp() dhe texCUBEbias(). P\u00ebr profilet e Modelit t\u00eb Shenjave 1-3 \u00ebsht\u00eb realizuar mb\u00ebshtetje p\u00ebr shprehjet kushtore me tipe t\u00eb numrave t\u00eb plot\u00eb.\n<li class=\"l\"> N\u00eb kompilatorin e shaderave HLSL \u00ebsht\u00eb optimizuar kompilimi i kodit me operator\u00eb kushtor\u00eb if\/else. \u00cbsht\u00eb zgjeruar llogaritja e konstantave gjat\u00eb faz\u00ebs s\u00eb kompilimit (constant folding). Nj\u00eb optimizim i till\u00eb tani mund t\u00eb aplikohet p\u00ebr shprehjet si \u00abtrue ? x : y\u00bb dhe funksionet asfloat(), asint(), asuint(), cos(), mad(), round() dhe sin().\n<li class=\"l\"> N\u00eb bibliotek\u00ebn libvkd3d \u00ebsht\u00eb shtuar nj\u00eb metod\u00eb CreateCommandList1() n\u00eb realizimin e nd\u00ebrfaqes s\u00eb programit ID3D12Device4.\n<li class=\"l\"> Shtuar instruksione t\u00eb kodit t\u00eb bajt\u00ebve Direct3D: bem, tex, texbem, texbeml dhe texcoord.\n<li class=\"l\"> Ka vazhduar zhvillimi i implementimit t\u00eb gjuh\u00ebs s\u00eb shenjave MSL (Metal Shading Language), e p\u00ebrdorur nga Apple n\u00eb API-n\u00eb grafike Metal. Shtuar mb\u00ebshtetje p\u00ebr shenjat e llogaritjes, buffer-at e konstantave q\u00eb inicializohen menj\u00ebher\u00eb, funksionet trigonometike, operacionet e marrjes s\u00eb mbetjeve dhe ndarjes bit p\u00ebr bit.\n<li class=\"l\">  N\u00eb realizimin e gjuh\u00ebs s\u00eb shenjave GLSL (OpenGL Shading Language) jan\u00eb shtuar operacione t\u00eb ndarjes dhe marrjes s\u00eb mbetjeve me numra t\u00eb pandar\u00eb t\u00eb plot\u00eb, funksionet sin() dhe cos(), si dhe mund\u00ebsia e zhvendosjes s\u00eb teksturave gjat\u00eb ngarkimit t\u00eb teksturave.              <\/ul>\n<p>P\u00ebrve\u00e7 k\u00ebsaj, kompanis\u00eb Valve ka publikuar versionin VKD3D-Proton 3.0, nj\u00eb deg\u00eb nga kodi baz\u00eb vkd3d, krijuar p\u00ebr t\u00eb p\u00ebrmir\u00ebsuar mb\u00ebshtetje p\u00ebr Direct3D 12 n\u00eb paket\u00ebn e lansimit t\u00eb loj\u00ebrave Proton. VKD3D-Proton mb\u00ebshtet ndryshime specifike p\u00ebr Proton, optimizime dhe p\u00ebrmir\u00ebsime p\u00ebr funksionim m\u00eb t\u00eb mir\u00eb t\u00eb loj\u00ebrave Windows t\u00eb bazuara n\u00eb Direct3D 12, t\u00eb cilat ende nuk jan\u00eb pranuar n\u00eb p\u00ebrb\u00ebrjen kryesore t\u00eb vkd3d. Nd\u00ebr dallimet tregohet gjithashtu orientimi p\u00ebr p\u00ebrdorimin e zgjerimeve moderne Vulkan dhe mund\u00ebsive t\u00eb l\u00ebshimeve t\u00eb reja t\u00eb drejtuesve grafik\u00eb p\u00ebr t\u00eb arritur nj\u00eb p\u00ebrputhje t\u00eb plot\u00eb me Direct3D 12.      <\/p>\n<p>N\u00eb mesin e ndryshimeve n\u00eb versionin e ri vkd3d-proton:  <\/p>\n<ul>\n<li class=\"l\"> Backend-i i shenjave DXBC (DirectX ByteCode) \u00ebsht\u00eb rishkruar, duke z\u00ebvend\u00ebsuar backend-in vkd3d-shader. Backend-i i ri zgjidhi probleme n\u00eb shum\u00eb loj\u00ebra, q\u00eb m\u00eb par\u00eb kishin ndodhur p\u00ebr shkak t\u00eb munges\u00ebs s\u00eb funksionalitetit t\u00eb nevojsh\u00ebm n\u00eb vkd3d-shader, p\u00ebr shembull, \u00ebsht\u00eb rregulluar funksionimi i loj\u00ebs Red Dead Redemption 2 n\u00eb modin D3D12.\n<li class=\"l\"> Shtuar mb\u00ebshtetje p\u00ebr teknologjin\u00eb e super-sampling FSR4 (AMD FidelityFX Super Resolution).\n<li class=\"l\"> Shtuar mb\u00ebshtetje eksperimentale p\u00ebr grafet e detyrave D3D12 (Work Graphs).\n<li class=\"l\"> \u00cbsht\u00eb shtuar mb\u00ebshtetje eksperimentale p\u00ebr mikrohartat e transparenc\u00ebs (OMM \u2014 Opacity MicroMaps).\n<li class=\"l\"> Problemet jan\u00eb zgjidhur n\u00eb loj\u00ebrat Star Citizen, Ninja Gaiden 4, Monster Hunter Wilds, Wreckfest 2, Satisfactory, Street Fighter 6, Death Stranding, Wuthering Waves, Dune, Spider-Man Remastered, Gray Zone Warfare, Rise of the Tomb Raider, Port Royal, Mafia: Definitive Edition, Final Fantasy Tactics.        <\/ul>\n<p>Burimi: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=64340\">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 10.20. \u0421 \u043c\u043e\u043c\u0435\u043d\u0442\u0430 \u0432\u044b\u043f\u0443\u0441\u043a\u0430 10.19 \u0431\u044b\u043b\u043e \u0437\u0430\u043a\u0440\u044b\u0442 31 \u043e\u0442\u0447\u0451\u0442 \u043e\u0431 \u043e\u0448\u0438\u0431\u043a\u0430\u0445 \u0438 \u0432\u043d\u0435\u0441\u0435\u043d\u043e 337 \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 1.18. \u0414\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u043e \u0434\u0438\u0430\u043b\u043e\u0433\u043e\u0432\u043e\u0435 \u043e\u043a\u043d\u043e \u0434\u043b\u044f \u043e\u0442\u043e\u0431\u0440\u0430\u0436\u0435\u043d\u0438\u044f \u043f\u0440\u043e\u0433\u0440\u0435\u0441\u0441\u0430 \u0441\u043a\u0430\u043d\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0434\u043e\u043a\u0443\u043c\u0435\u043d\u0442\u043e\u0432. \u041f\u0440\u043e\u0434\u043e\u043b\u0436\u0435\u043d\u0430 \u0440\u0435\u0430\u043b\u0438\u0437\u0430\u0446\u0438\u044f \u043c\u0435\u0445\u0430\u043d\u0438\u0437\u043c\u0430 Reparse Point, \u043f\u0440\u0438 \u043f\u043e\u043c\u043e\u0449\u0438 \u043a\u043e\u0442\u043e\u0440\u043e\u0433\u043e \u043c\u043e\u0436\u043d\u043e [&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-149988","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - 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