Ukuhlola sekuqalile kukhandidethi lokuqala lokukhishwa i-Wine 8.0, ukuqaliswa okuvulekile kwe-WinAPI. Isisekelo sekhodi sifakwe esigabeni sokumiswa ngaphambi kokukhululwa, okulindeleke maphakathi noJanuwari. Selokhu kwakhululwa i-Wine 7.22, imibiko yeziphazamisi engu-52 ivaliwe futhi kwenziwa izinguquko ezingu-538.
Izinguquko ezibaluleke kakhulu:
- Iphakheji ye-vkd3d enokuqaliswa kwe-Direct3D 12 esebenza ngokuhumusha ucingo ku-API yezithombe ze-Vulkan ibuyekezwe ukuze ibe yinguqulo 1.6.
- Ukuthuthukiswa kweziguquli zezingcingo zesistimu (i-thunks) ye-Vulkan ne-OpenGL yenziwe.
- I-WinPrint ikhulise ukwesekwa kwama-Print processors.
- Iphaneli yokulawula induku yokudlala ethuthukisiwe.
- Umsebenzi usuqediwe ukuze kunikezwe ukwesekwa kohlobo 'olude' kukhodi yokusebenza ye-printf.
- Imibiko yephutha ehlobene nokusebenza kwemidlalo ivaliwe: I-Rainbow Six ka-Tom Clancy: Vegas 2, The Void, Ragnarok Online, Drakan, Star Wars, Colin McRae, X-COM.
- Imibiko yamaphutha evaliwe ehlobene nokusebenza kwezinhlelo zokusebenza: TMUnlimiter 1.2.0.0, MDB Viewer Plus, Framemaker 8, Studio One Professional 5.
Ukwengeza, singaqaphela ukushicilelwa kwephrojekthi Yewayini yephakheji ye-vkd3d 1.6 ngokusetshenziswa kwe-Direct3D 12, sisebenza ngokuhumusha izingcingo ku-API yezithombe ze-Vulkan. Iphakheji ihlanganisa imitapo yolwazi ye-libvkd3d enokuqaliswa kwe-Direct3D 12, i-libvkd3d-shader enomhumushi wamamodeli we-shader 4 no-5 kanye nama-libvkd3d-utils anemisebenzi yokwenza lula ukuthuthwa kwezinhlelo zokusebenza ze-Direct3D 12, kanye nesethi yezibonelo zedemo, kuhlanganise nechweba. yama-glxgears kuya ku-Direct3D 12. Ikhodi yephrojekthi isatshalaliswa inelayisensi ngaphansi kwe-LGPLv2.1.
Umtapo wezincwadi we-libvkd3d usekela izici eziningi ze-Direct3D 12, okuhlanganisa imidwebo nezinsiza zokubala, imigqa nohlu lwemiyalo, izibambo nezibambo zenqwaba, amasignesha ezimpande, ukufinyelela ngaphandle kwe-oda, Amasampula, amasignesha emiyalo, izimpande ezingaguquki, ukunikezwa okungaqondile, Izindlela ezicacile *( ) kanye Kopisha*(). Ku-libvkd3d-shader, ukuhunyushwa kwe-bytecode yamamodeli we-shader 4 no-5 kube ukumelwa okumaphakathi kwe-SPIR-V kuyasetshenziswa. Isekela i-vertex, i-pixel, i-tessellation, i-comute ne-geometry shader elula, i-serialization yesiginesha yezimpande kanye ne-deserialization. Imiyalo ye-Shader ihlanganisa i-arithmetic, i-athomu kanye nokusebenza kwebhithi, ukuqhathanisa nokulawula ukugeleza kwedatha, isampula, imiyalelo yokuqoqa nokulayisha, imisebenzi yokufinyelela engahlelekile (UAV, Ukubuka Kokufinyelela Okungahlelekile).
Inguqulo entsha iyaqhubeka nokuthuthukisa i-shader compiler ku-HLSL (High-Level Shader Language), ehlinzekwe kuqala nge-DirectX 9.0. Ukuthuthukiswa okuhlobene ne-HLSL kufaka phakathi:
- Usekelo lokuqala lwama-compute shader luqalisiwe.
- Usekelo oluthuthukisiwe lokuqalisa nokwabela izinto eziyinhlanganisela njengezakhiwo namalungu afanayo.
- Kwengezwe ikhono lokulayisha nokulondoloza izinsiza zokuthungwa kusetshenziswa ukufinyelela okungaphandle kwe-oda (UAV).
- Kwengezwe usekelo lwezibaluli zomsebenzi kanye nemisebenzi eyakhelwe ngaphakathi ethi asuint(), ubude(), normalize().
- Ukwesekwa okwengeziwe kwamamojula wamaphuzu antantayo.
- Kusetshenziswe ifulegi le-VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_ATOMICS ukuze kuboniswe ukusebenza kwe-athomu kuzichazi zokufinyelela okungahleliwe (UAV).
Source: opennet.ru