Iphrojekthi yewayini ikhiphe i-Vkd3d 1.4 esebenzisa i-Direct3D 12

Iphrojekthi Yewayini ishicilele ukukhululwa kwephakheji ye-vkd3d 1.4 ngokusetshenziswa kwe-Direct3D 12 esebenza ngokusakaza 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 zekhompuyutha, imigqa nohlu lwemiyalo, izibambo nezibambo zenqwaba, amasignesha ezimpande, ukufinyelela ngaphandle kwe-oda, Amasampula, amasiginesha 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).

Enguqulweni entsha:

  • Kuningi ukuthuthukiswa okwenziwe ku-HLSL (High-Level Shader Language) okuhlinzekiwe kusukela ku-DirectX 9.0.
  • Ukuqaliswa okusha kwe-Descriptor Heap kuhlongoziwe, kusetshenziswa isandiso se-Vulkan VK_EXT_descriptor_indexing.
  • Kwengezwe ukufakwa kocingo okusha okusekelwe kusandiso se-Vulkan K_KHR_timeline_semaphore.

Source: opennet.ru

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