Release 1.9.

This commit is contained in:
Henri Verbeet
2023-09-20 12:00:00 +02:00
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
11 changed files with 84 additions and 70 deletions

128
ANNOUNCE
View File

@@ -1,16 +1,16 @@
The Wine team is proud to announce that release 1.8 of vkd3d, the Direct3D to
The Wine team is proud to announce that release 1.9 of vkd3d, the Direct3D to
Vulkan translation library, is now available.
This release contains improvements that are listed in the release notes below.
The main highlights are:
- Support for still many more HLSL features and intrinsics.
- Performance improvements to vkd3d descriptor updates.
- Yet more improvements to the HLSL compiler.
- A new utility to inspect the contents of DXBC blobs.
- Miscellaneous bug fixes.
The source is available from the following location:
https://dl.winehq.org/vkd3d/source/vkd3d-1.8.tar.xz
https://dl.winehq.org/vkd3d/source/vkd3d-1.9.tar.xz
The current source can also be pulled directly from the git repository:
@@ -21,73 +21,83 @@ for the complete list.
----------------------------------------------------------------
What's new in vkd3d 1.8
What's new in vkd3d 1.9
=======================
*** libvkd3d
- Performance improvements have been made to the code that handles descriptor
updates. In some applications the improvement can be quite significant.
- Host-visible descriptor heaps are persistently mapped on creation. Some
applications access resource data from the CPU after calling Unmap(), and
that's supposed to work in practice.
- 1-dimensional texture unordered-access views and shader resource views are
implemented.
- Shader resource view, unordered access view, and constant buffer view root
descriptors with NULL GPU addresses are supported.
- Direct3D 12 descriptor heap destruction is delayed until all contained
resources are destroyed.
- Copying between depth/stencil and colour formats in
ID3D12GraphicsCommandList::CopyResource() is supported.
- The ID3D12Fence1 interface is supported.
*** libvkd3d-shader
- vkd3d_shader_scan() supports retrieving descriptor information for `d3dbc'
shaders. This is one of the requirements for eventual SPIR-V generation from
`d3dbc' sources.
- New features for the HLSL source type:
- Support for the ternary conditional operator "?:".
- Support for "discard" statements.
- Support for the "packoffset" keyword.
- Support for semantics on array types.
- Support for RWBuffer loads and stores.
- Register allocation for arrays and structures of resources and samplers
is implemented.
- Support for the SV_IsFrontFace pixel shader system-value semantics.
- Support for using constant expressions as array sizes and indices.
- Support for dynamic selection of vector components.
- Support for the following intrinsic functions:
- D3DCOLORtoUBYTE4()
- any()
- asfloat()
- ddx() and ddy()
- fmod()
- log(), log2(), and log10()
- sign()
- trunc()
- The SampleBias(), SampleCmp(), SampleCmpLevelZero(), and SampleGrad()
texture object methods are implemented.
- Support for the case-insensitive variants of the "vector" and "matrix"
data types.
- Parser support for the "unroll" loop attribute. A warning is output for
"unroll" without iteration count, and an error is output when an iteration
count is specified. Actual unrolling is not implemented yet.
- Parser support for RWStructuredBuffer resources.
- Parser support for SamplerComparisonState objects. Note that outputting
compiled effects is not supported yet, but parsing these allows shaders
containing SamplerComparisonState state objects to be compiled.
- clip()
- ddx_coarse() and ddy_coarse()
- ddx_fine() and ddy_fine()
- tex1D(), tex2D(), texCUBE(), and tex3D()
- Constant folding support for more expression types. In particular:
- comparison operators
- floating-point min() and max()
- logical `and' and `or'
- dot products
- square roots
- logarithms
- Support for multi-sample texture object declarations without explicit
sample counts in shader model 4.1 and later shaders.
- Support for using constant expressions as sample counts in multi-sample
texture object declarations.
- Support for variable initialisers using variables declared earlier in the
same declaration list. E.g., `float a = 1, b = a, c = b + 1;'.
- The GetDimensions() texture object method is implemented.
- Matrix swizzles are implemented.
- Parser support for if-statement attributes like `[branch]' and
`[flatten]'.
- Support for the `inline' function modifier.
- More improvements to HLSL support for the Direct3D shader model 1/2/3
profiles.
- Previously, vkd3d_shader_compile() would in some cases return VKD3D_OK
despite compilation failing when targeting legacy Direct3D bytecode. These
cases have been fixed.
- The section alignment of DXBC blobs produced by
vkd3d_shader_serialize_dxbc() matches those produced by d3dcompiler more
closely.
- Various HLSL preprocessor fixes for edge cases related to stringification.
- The "main" function for shaders produced by the SPIR-V target is always
terminated, even when the source was a TPF shader without explicit "ret"
instruction.
- SPIR-V target support for the `linear noperspective centroid' input
interpolation mode.
- Relative addressing of shader input registers is supported by SPIR-V
targets.
- New interfaces:
- The vkd3d_shader_scan_signature_info structure extends the
vkd3d_shader_compile_info structure, and can be used to retrieve
descriptions of `dxbc-tpf' and `d3dbc' shader inputs and outputs.
- vkd3d_shader_free_scan_signature_info() is used to free
vkd3d_shader_scan_signature_info structures.
- The VKD3D_SHADER_COMPILE_OPTION_PACK_MATRIX_ORDER compile option can be
used to specify the default matrix packing order for HLSL sources.
- The vkd3d_shader_varying_map_info structure extends the
vkd3d_shader_compile_info structure, and can be used to specify a mapping
between the outputs of a shader stage and the inputs of the next shader
stage.
- vkd3d_shader_build_varying_map() is used to build a mapping between the
outputs of a shader stage and the inputs of the next shader stage.
- The VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_RAW_BUFFER flag returned as part of
the vkd3d_shader_descriptor_info structure indicates the descriptor refers
to a byte-addressed (`raw') buffer resource.
*** vkd3d-compiler
- The `--matrix-storage-order' option can used to specify the default matrix
storage order for HLSL sources.
*** vkd3d-dxbc
- vkd3d-dxbc is a new utility that can be used to inspect the contents of DXBC
blobs.