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Release 1.8.
This commit is contained in:
parent
e17ee34b92
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Alexandre Julliard
2023-06-22 22:04:01 +02:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/244
107
ANNOUNCE
107
ANNOUNCE
@ -1,17 +1,16 @@
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The Wine team is proud to announce that release 1.7 of vkd3d, the Direct3D to
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The Wine team is proud to announce that release 1.8 of vkd3d, the Direct3D to
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Vulkan translation library, is now available.
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This release contains improvements that are listed in the release notes below.
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The main highlights are:
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- Support for many more HLSL features and intrinsics.
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- Much improved support for the Direct3D shader model 1/2/3 HLSL profiles.
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- Public vkd3d-shader API for parsing and serialising DXBC blobs.
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- Support for still many more HLSL features and intrinsics.
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- Performance improvements to vkd3d descriptor updates.
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- Miscellaneous bug fixes.
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The source is available from the following location:
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https://dl.winehq.org/vkd3d/source/vkd3d-1.7.tar.xz
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https://dl.winehq.org/vkd3d/source/vkd3d-1.8.tar.xz
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The current source can also be pulled directly from the git repository:
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@ -22,49 +21,73 @@ for the complete list.
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----------------------------------------------------------------
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What's new in vkd3d 1.7
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What's new in vkd3d 1.8
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=======================
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*** libvkd3d
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- Performance improvements have been made to the code that handles descriptor
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updates. In some applications the improvement can be quite significant.
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- Host-visible descriptor heaps are persistently mapped on creation. Some
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applications access resource data from the CPU after calling Unmap(), and
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that's supposed to work in practice.
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- 1-dimensional texture unordered-access views and shader resource views are
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implemented.
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- Shader resource view, unordered access view, and constant buffer view root
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descriptors with NULL GPU addresses are supported.
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- Direct3D 12 descriptor heap destruction is delayed until all contained
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resources are destroyed.
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*** libvkd3d-shader
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- New features for the HLSL source type:
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- Support for calling user-defined functions.
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- Support for array parameters to user-defined functions.
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- Much improved support for the Direct3D shader model 1/2/3 profiles.
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- Support for the SV_DispatchThreadID, SV_GroupID, and SV_GroupThreadID
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compute shader system-value semantics.
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- Support for the optional "offset" parameter of the texture object Load()
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method.
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- Support for the all() intrinsic function.
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- Support for the distance() intrinsic function.
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- Support for the exp() and exp2() intrinsic functions.
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- Support for the frac() intrinsic function.
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- Support for the lit() intrinsic function.
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- Support for the reflect() intrinsic function.
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- Support for the sin() and cos() intrinsic functions.
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- Support for the smoothstep() intrinsic function.
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- Support for the sqrt() and rsqrt() intrinsic functions.
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- Support for the step() intrinsic function.
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- Support for the transpose() intrinsic function.
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- Support for the case-insensitive variants of the "float" and "dword" data
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types.
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- Partial support for minimum precision data types like "min16float". These
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are currently interpreted as their regular counterparts.
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- Improved constant propagation support, in particular to constant
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propagation through swizzles.
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- Support for the ternary conditional operator "?:".
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- Support for "discard" statements.
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- Support for the "packoffset" keyword.
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- Support for semantics on array types.
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- Support for RWBuffer loads and stores.
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- Register allocation for arrays and structures of resources and samplers
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is implemented.
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- Support for the SV_IsFrontFace pixel shader system-value semantics.
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- Support for using constant expressions as array sizes and indices.
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- Support for dynamic selection of vector components.
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- Support for the following intrinsic functions:
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- D3DCOLORtoUBYTE4()
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- any()
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- asfloat()
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- ddx() and ddy()
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- fmod()
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- log(), log2(), and log10()
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- sign()
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- trunc()
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- The SampleBias(), SampleCmp(), SampleCmpLevelZero(), and SampleGrad()
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texture object methods are implemented.
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- Support for the case-insensitive variants of the "vector" and "matrix"
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data types.
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- Parser support for the "unroll" loop attribute. A warning is output for
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"unroll" without iteration count, and an error is output when an iteration
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count is specified. Actual unrolling is not implemented yet.
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- Parser support for RWStructuredBuffer resources.
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- Parser support for SamplerComparisonState objects. Note that outputting
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compiled effects is not supported yet, but parsing these allows shaders
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containing SamplerComparisonState state objects to be compiled.
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- HLSL static variables are now properly zero-initialised.
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- More improvements to HLSL support for the Direct3D shader model 1/2/3
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profiles.
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- The Direct3D shader model 4 and 5 disassembler outputs sample counts for
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multi-sampled resource declarations.
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- The section alignment of DXBC blobs produced by
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vkd3d_shader_serialize_dxbc() matches those produced by d3dcompiler more
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closely.
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- New interfaces:
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- vkd3d_shader_parse_dxbc() provides support for parsing DXBC blobs.
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- vkd3d_shader_serialize_dxbc() provides support for serialising DXBC blobs.
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- vkd3d_shader_free_dxbc() is used to free vkd3d_shader_dxbc_desc
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structures, as returned by vkd3d_shader_parse_dxbc().
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- The VKD3D_SHADER_COMPILE_OPTION_WRITE_TESS_GEOM_POINT_SIZE compile option
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can be used to specify whether SPIR-V shaders targeting Vulkan
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environments should write point sizes for geometry and tessellation
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shaders. If left unspecified, point sizes will be written.
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- The "main" function for shaders produced by the SPIR-V target is always
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terminated, even when the source was a TPF shader without explicit "ret"
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instruction.
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- Relative addressing of shader input registers is supported by SPIR-V
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targets.
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2
AUTHORS
2
AUTHORS
@ -8,6 +8,7 @@ Chip Davis
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Conor McCarthy
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David Gow
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Derek Lesho
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Ethan Lee
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Fabian Maurer
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Francisco Casas
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Francois Gouget
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@ -16,6 +17,7 @@ Hans-Kristian Arntzen
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Henri Verbeet
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Isabella Bosia
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Jactry Zeng
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Jan Sikorski
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Joshua Ashton
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Józef Kucia
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Martin Storsjö
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@ -283,7 +283,7 @@ libvkd3d_shader_la_SOURCES = \
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libs/vkd3d-shader/vkd3d_shader_main.c \
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libs/vkd3d-shader/vkd3d_shader_private.h
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libvkd3d_shader_la_CFLAGS = $(AM_CFLAGS) -DLIBVKD3D_SHADER_SOURCE -I$(srcdir)/libs/vkd3d-shader @SPIRV_TOOLS_CFLAGS@
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libvkd3d_shader_la_LDFLAGS = $(AM_LDFLAGS) -version-info 6:0:5
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libvkd3d_shader_la_LDFLAGS = $(AM_LDFLAGS) -version-info 7:0:6
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libvkd3d_shader_la_LIBADD = libvkd3d-common.la @SPIRV_TOOLS_LIBS@ -lm
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if HAVE_LD_VERSION_SCRIPT
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libvkd3d_shader_la_LDFLAGS += -Wl,--version-script=$(srcdir)/libs/vkd3d-shader/vkd3d_shader.map
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@ -317,7 +317,7 @@ libvkd3d_la_SOURCES = \
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libs/vkd3d/vkd3d_shaders.h \
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libs/vkd3d/vulkan_procs.h
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libvkd3d_la_CFLAGS = $(AM_CFLAGS) -DLIBVKD3D_SOURCE
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libvkd3d_la_LDFLAGS = $(AM_LDFLAGS) -version-info 8:0:7
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libvkd3d_la_LDFLAGS = $(AM_LDFLAGS) -version-info 9:0:8
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libvkd3d_la_LIBADD = libvkd3d-common.la libvkd3d-shader.la @DL_LIBS@ @PTHREAD_LIBS@
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if HAVE_LD_VERSION_SCRIPT
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libvkd3d_la_LDFLAGS += -Wl,--version-script=$(srcdir)/libs/vkd3d/vkd3d.map
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@ -329,7 +329,7 @@ libvkd3d_utils_la_SOURCES = \
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libs/vkd3d-utils/vkd3d_utils_main.c \
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libs/vkd3d-utils/vkd3d_utils_private.h
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libvkd3d_utils_la_CFLAGS = $(AM_CFLAGS) -DLIBVKD3D_UTILS_SOURCE
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libvkd3d_utils_la_LDFLAGS = $(AM_LDFLAGS) -version-info 4:3:3
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libvkd3d_utils_la_LDFLAGS = $(AM_LDFLAGS) -version-info 4:4:3
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libvkd3d_utils_la_LIBADD = libvkd3d-common.la libvkd3d-shader.la libvkd3d.la @PTHREAD_LIBS@
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if HAVE_LD_VERSION_SCRIPT
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libvkd3d_utils_la_LDFLAGS += -Wl,--version-script=$(srcdir)/libs/vkd3d-utils/vkd3d_utils.map
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AC_PREREQ([2.69])
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AC_INIT([vkd3d],[1.7])
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AC_INIT([vkd3d],[1.8])
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AC_CONFIG_AUX_DIR([bin])
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AC_CONFIG_MACRO_DIR([m4])
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#define VK_NO_PROTOTYPES
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#define VK_USE_PLATFORM_XCB_KHR
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#define VKD3D_UTILS_API_VERSION VKD3D_API_VERSION_1_7
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#define VKD3D_UTILS_API_VERSION VKD3D_API_VERSION_1_8
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#include "config.h"
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#include <vkd3d.h>
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#include <vkd3d_utils.h>
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VKD3D_API_VERSION_1_5,
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VKD3D_API_VERSION_1_6,
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VKD3D_API_VERSION_1_7,
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VKD3D_API_VERSION_1_8,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_API_VERSION),
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};
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VKD3D_SHADER_API_VERSION_1_5,
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VKD3D_SHADER_API_VERSION_1_6,
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VKD3D_SHADER_API_VERSION_1_7,
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VKD3D_SHADER_API_VERSION_1_8,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_API_VERSION),
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};
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@ -201,7 +201,7 @@ enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval_indexed(enum vkd3d
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#define VKD3D_SPIRV_VERSION 0x00010000
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#define VKD3D_SPIRV_GENERATOR_ID 18
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#define VKD3D_SPIRV_GENERATOR_VERSION 7
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#define VKD3D_SPIRV_GENERATOR_VERSION 8
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#define VKD3D_SPIRV_GENERATOR_MAGIC vkd3d_make_u32(VKD3D_SPIRV_GENERATOR_VERSION, VKD3D_SPIRV_GENERATOR_ID)
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struct vkd3d_spirv_stream
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@ -210,7 +210,7 @@ HRESULT WINAPI D3DCompile2(const void *data, SIZE_T data_size, const char *filen
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option = &options[0];
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option->name = VKD3D_SHADER_COMPILE_OPTION_API_VERSION;
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option->value = VKD3D_SHADER_API_VERSION_1_7;
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option->value = VKD3D_SHADER_API_VERSION_1_8;
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compile_info.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO;
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compile_info.next = &preprocess_info;
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@ -315,7 +315,7 @@ HRESULT WINAPI D3DPreprocess(const void *data, SIZE_T size, const char *filename
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static const struct vkd3d_shader_compile_option options[] =
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{
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{VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_7},
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{VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_8},
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};
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TRACE("data %p, size %lu, filename %s, macros %p, include %p, preprocessed_blob %p, messages_blob %p.\n",
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const struct vkd3d_shader_compile_option options[] =
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{
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{VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_7},
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{VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_8},
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{VKD3D_SHADER_COMPILE_OPTION_TYPED_UAV, typed_uav_compile_option(device)},
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{VKD3D_SHADER_COMPILE_OPTION_WRITE_TESS_GEOM_POINT_SIZE, 0},
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};
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@ -2011,7 +2011,7 @@ static int vkd3d_scan_dxbc(const struct d3d12_device *device, const D3D12_SHADER
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const struct vkd3d_shader_compile_option options[] =
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{
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{VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_7},
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{VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_8},
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{VKD3D_SHADER_COMPILE_OPTION_TYPED_UAV, typed_uav_compile_option(device)},
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};
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if (!options.explicit_colour && !getenv("NO_COLOUR") && !getenv("NO_COLOR") && has_colour(output))
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options.formatting |= VKD3D_SHADER_COMPILE_OPTION_FORMATTING_COLOUR;
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add_compile_option(&options, VKD3D_SHADER_COMPILE_OPTION_FORMATTING, options.formatting);
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add_compile_option(&options, VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_7);
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add_compile_option(&options, VKD3D_SHADER_COMPILE_OPTION_API_VERSION, VKD3D_SHADER_API_VERSION_1_8);
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info.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO;
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info.next = &hlsl_source_info;
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