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Release 1.9.
This commit is contained in:
committed by
Alexandre Julliard
parent
9417c7cfb7
commit
90d4529f27
Notes:
Alexandre Julliard
2023-09-21 22:01:59 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/356
128
ANNOUNCE
128
ANNOUNCE
@@ -1,16 +1,16 @@
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The Wine team is proud to announce that release 1.8 of vkd3d, the Direct3D to
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The Wine team is proud to announce that release 1.9 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 still many more HLSL features and intrinsics.
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- Performance improvements to vkd3d descriptor updates.
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- Yet more improvements to the HLSL compiler.
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- A new utility to inspect the contents of DXBC blobs.
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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-1.8.tar.xz
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https://dl.winehq.org/vkd3d/source/vkd3d-1.9.tar.xz
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The current source can also be pulled directly from the git repository:
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@@ -21,73 +21,83 @@ for the complete list.
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----------------------------------------------------------------
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What's new in vkd3d 1.8
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What's new in vkd3d 1.9
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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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- Copying between depth/stencil and colour formats in
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ID3D12GraphicsCommandList::CopyResource() is supported.
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- The ID3D12Fence1 interface is supported.
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*** libvkd3d-shader
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- vkd3d_shader_scan() supports retrieving descriptor information for `d3dbc'
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shaders. This is one of the requirements for eventual SPIR-V generation from
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`d3dbc' sources.
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- New features for the HLSL source type:
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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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- clip()
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- ddx_coarse() and ddy_coarse()
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- ddx_fine() and ddy_fine()
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- tex1D(), tex2D(), texCUBE(), and tex3D()
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- Constant folding support for more expression types. In particular:
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- comparison operators
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- floating-point min() and max()
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- logical `and' and `or'
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- dot products
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- square roots
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- logarithms
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- Support for multi-sample texture object declarations without explicit
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sample counts in shader model 4.1 and later shaders.
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- Support for using constant expressions as sample counts in multi-sample
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texture object declarations.
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- Support for variable initialisers using variables declared earlier in the
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same declaration list. E.g., `float a = 1, b = a, c = b + 1;'.
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- The GetDimensions() texture object method is implemented.
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- Matrix swizzles are implemented.
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- Parser support for if-statement attributes like `[branch]' and
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`[flatten]'.
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- Support for the `inline' function modifier.
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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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- Previously, vkd3d_shader_compile() would in some cases return VKD3D_OK
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despite compilation failing when targeting legacy Direct3D bytecode. These
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cases have been fixed.
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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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- Various HLSL preprocessor fixes for edge cases related to stringification.
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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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- SPIR-V target support for the `linear noperspective centroid' input
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interpolation mode.
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- Relative addressing of shader input registers is supported by SPIR-V
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targets.
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- New interfaces:
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- The vkd3d_shader_scan_signature_info structure extends the
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vkd3d_shader_compile_info structure, and can be used to retrieve
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descriptions of `dxbc-tpf' and `d3dbc' shader inputs and outputs.
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- vkd3d_shader_free_scan_signature_info() is used to free
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vkd3d_shader_scan_signature_info structures.
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- The VKD3D_SHADER_COMPILE_OPTION_PACK_MATRIX_ORDER compile option can be
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used to specify the default matrix packing order for HLSL sources.
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- The vkd3d_shader_varying_map_info structure extends the
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vkd3d_shader_compile_info structure, and can be used to specify a mapping
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between the outputs of a shader stage and the inputs of the next shader
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stage.
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- vkd3d_shader_build_varying_map() is used to build a mapping between the
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outputs of a shader stage and the inputs of the next shader stage.
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- The VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_RAW_BUFFER flag returned as part of
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the vkd3d_shader_descriptor_info structure indicates the descriptor refers
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to a byte-addressed (`raw') buffer resource.
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*** vkd3d-compiler
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- The `--matrix-storage-order' option can used to specify the default matrix
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storage order for HLSL sources.
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*** vkd3d-dxbc
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- vkd3d-dxbc is a new utility that can be used to inspect the contents of DXBC
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blobs.
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