Release 1.3.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2022-03-02 19:06:24 +01:00 committed by Alexandre Julliard
parent f0479f08bd
commit d1d9e713f2
8 changed files with 122 additions and 146 deletions

242
ANNOUNCE
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@ -1,17 +1,16 @@
The Wine team is proud to announce that release 1.2 of vkd3d, the Direct3D to
The Wine team is proud to announce that release 1.3 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:
- Availability of libvkd3d-shader as a public library.
- Support for tessellation shaders.
- Version 1.1 root signatures.
- Stream output support.
- Initial HLSL compilation support.
- Shader model 5.1 descriptor array support.
- Support for disassembling Direct3D shaders.
The source is available from the following location:
https://dl.winehq.org/vkd3d/source/vkd3d-1.2.tar.xz
https://dl.winehq.org/vkd3d/source/vkd3d-1.3.tar.xz
The current source can also be pulled directly from the git repository:
@ -22,171 +21,136 @@ for the complete list.
----------------------------------------------------------------
What's new in vkd3d 1.2
What's new in vkd3d 1.3
=======================
*** libvkd3d
- Newly implemented Direct3D 12 features:
- Multi-sampling.
- Reserved resources.
- Instance data step rates. This requires the
VK_EXT_vertex_attribute_divisor extension.
- `Private data' APIs for all interfaces.
- Shader-resource view component mappings.
- Indirect indexed draws.
- Indirect draws with a count buffer. This requires the
VK_KHR_draw_indirect_count extension.
- Stream output and stream output queries. This requires the
VK_EXT_transform_feedback extension.
- Predicated/conditional rendering.
- Primitive restart.
- Depth rendering without a pixel shader.
- Depth clipping. This requires the VK_EXT_depth_clip_enable extension.
- Rasteriser discard.
- Dual-source blending.
- Mapping placed resources.
- The ReadFromSubresource() and WriteToSubresource() ID3D12Resource methods.
- Simultaneous access to resources from multiple queues.
- Null-views. I.e., views without an underlying resource.
- Several more feature support queries.
- Root signature support for unbounded descriptor tables.
- Unordered-access view counters in pixel shaders. These were previously
only supported in compute shaders.
- Output merger logical operations.
- Retrieving CPU/GPU timestamp calibration values. This requires support for
the VK_EXT_calibrated_timestamps extension.
- The `mirror_once' texture addressing mode. This requires support for the
VK_KHR_sampler_mirror_clamp_to_edge extension.
- New interfaces:
- vkd3d_serialize_versioned_root_signature() and
vkd3d_create_versioned_root_signature_deserializer() provide support for
versioned root signatures.
- The vkd3d_application_info structure extends the
vkd3d_instance_create_info structure, and can be used to pass information
about the application to libvkd3d. It is analogous to the
VkApplicationInfo structure in Vulkan. Its `api_version' field should be
set to the version of the libvkd3d API that the application targets.
- The vkd3d_optional_device_extensions_info structure extends the
vkd3d_device_create_info structure, and can be used to pass a list of
device extensions to enable only when available to libvkd3d. It is
analogous to the vkd3d_optional_instance_extensions_info structure for
instance extensions.
- New environment variables:
- VKD3D_CONFIG can be used to set options that change the behaviour of
libvkd3d.
- VKD3D_TEST_BUG can be used to disable bug_if() conditions in the test
suite.
- VKD3D_TEST_FILTER can be used to control which tests are run.
- VKD3D_VULKAN_DEVICE can be used to override the Vulkan physical device
used by vkd3d.
See the README for more detailed descriptions and how to use these.
- When the VK_KHR_dedicated_allocation extension is available, dedicated
allocations may be used for committed resources.
- When the VK_KHR_image_format_list extension is available, it will be used to
inform the driver about the view formats that a particular mutable Vulkan
image can be used with. This improves performance on some Vulkan
implementations.
- When the VK_EXT_debug_marker extension is available, object names set with
the ID3D12Object SetName() method will be propagated to the underlying
Vulkan objects.
- Unordered-access view clears are supported on more formats. Previously these
were limited to integer formats for texture resources, and single component
integer formats for buffer resources.
- When the D24_UNORM_S8_UINT format is not supported by the Vulkan
implementation, the D32_SFLOAT_S8_UINT format will be used instead to
implement the D24_UNORM_S8_UINT and related DXGI formats. This is required
because the DXGI D24_UNORM_S8_UINT format is mandatory, while the Vulkan
D24_UNORM_S8_UINT format is optional.
- The vkd3d_host_time_domain_info structure extends the
vkd3d_instance_create_info structure, and can be used to specify how to
convert between timestamps and tick counts. If left unspecified, a tick
is assumed to take 100 nanoseconds.
- Various bug fixes.
*** libvkd3d-shader
- libvkd3d-shader is now available as a public instead of an internal library.
- New features:
- Tessellation shaders.
- Root signature version 1.1 serialisation, deserialisation, and conversion.
- Multi-sample masks.
- Per-sample shading.
- Early depth/stencil test.
- Conservative depth output.
- Dual-source blending.
- Stream output.
- Viewport arrays.
- Initial support for HLSL compilation and preprocessing. This is an ongoing
effort; although support for many features is already implemented, support
for many more isn't yet.
- Support for disassembling Direct3D byte-code shaders to Direct3D assembly.
- Support for parsing the legacy Direct3D byte-code format used by Direct3D
shader model 1, 2, and 3 shaders. In the current vkd3d-shader release,
only Direct3D assembly is supported as a target for these; we intend to
support SPIR-V as a target in a future release.
- Support for OpenGL SPIR-V target environments. This allows SPIR-V produced
by libvkd3d-shader to be used with GL_ARB_gl_spirv. This includes support
for OpenGL atomic counters and combined samplers.
- New features for the SPIR-V target:
- Support for various aspects of Direct3D shader model 5.1 descriptor
arrays, including unbounded descriptor arrays, UAV counter arrays, dynamic
indexing of descriptor arrays, and non-uniform indexing of descriptor
arrays. With the exception of some special cases, this requires support
for the SPV_EXT_descriptor_indexing extension in the target environment.
- Support for double precision floating-point operations.
- Support for indirect addressing of tessellation control shader inputs.
- Stencil export. I.e., writing stencil values from shaders. This requires
support for the SPV_EXT_shader_stencil_export extension in the target
environment.
- Support for the Direct3D shader model 4+ `precise' modifier.
- Support for Direct3D shader model 4+ global resource memory barriers.
- Preliminary support for shader model 5.1 shaders. This is still a work in
progress. Notably, support for resource arrays is not yet implemented.
New interfaces:
- vkd3d_shader_preprocess() provides support for preprocessing shaders.
- The vkd3d_shader_preprocess_info structure extends the
vkd3d_shader_compile_info structure, and can be used to specify
preprocessing parameters like preprocessor macro definitions.
- The vkd3d_shader_hlsl_source_info structure extends the
vkd3d_shader_compile_info structure, and can be used to specify HLSL
compilation parameters like the target profile and entry point.
- The vkd3d_shader_descriptor_offset_info structure extends the
vkd3d_shader_interface_info structure, and can be used to specify offsets
into descriptor arrays referenced by shader interface bindings. This
allows mapping multiple descriptor arrays in a shader to a single binding
point in the target environment, and helps with mapping between the
Direct3D 12 and Vulkan binding models.
- The VKD3D_SHADER_COMPILE_OPTION_API_VERSION compile option can
be used to specify the version of the libvkd3d-shader API the
application is targetting. If left unspecified,
VKD3D_SHADER_API_VERSION_1_2 will be used.
- When the SPV_EXT_demote_to_helper_invocation is available, it will be used
to implement the `discard' shader instruction instead of using SpvOpKill. In
particular, this ensures the `deriv_rtx' and `deriv_rty' instruction return
accurate results after a (conditional) `discard' instruction.
- Support for using SPIR-V specialisation constants for shader parameters.
- Support for more shader instructions:
- bufinfo,
- eval_centroid,
- eval_sample_index,
- ld2ms,
- sample_b,
- sample_d,
- sample_info,
- samplepos.
- When built against SPIRV-Tools, libvkd3d-shader can produce SPIR-V shaders
in text form.
- libvkd3d-shader now has its own environment variable (VKD3D_SHADER_DEBUG) to
control debug output.
- Various shader translation fixes.
- Various shader translation fixes, for tessellation shaders in particular.
*** vkd3d-compiler
- When supported by libvkd3d-shader, text form SPIR-V is available as a target
format, in addition to the existing binary form SPIR-V target format.
- New source and target types:
- The `hlsl' source type specifies High Level Shader Language source code.
- The `d3d-asm' target type specifies Direct3D assembly shaders.
- The `d3dbc' format specifies legacy Direct3D byte-code, which is used for
Direct3D shader model 1, 2, and 3 shaders.
- The existing `dxbc-tpf' format can now also be used as a target format.
- Input from standard input, and output to standard output is supported.
- New command line options:
- `-E' can be used to specify the input should only be preprocessed.
- `-e'/`--entry' can be used to specify the entry point for HLSL and/or
SPIR-V shaders.
- `-p'/`--profile' can be used to specify the target profile for HLSL
shaders.
- When no source type is explicitly specified, vkd3d-compiler will attempt to
determine the source type from the provided input. Note that this is
intended as a convenience for interactive usage only, and the heuristics
used are subject to future change. Non-interactive usage of vkd3d-compiler,
for example in build scripts, should always explicitly specify source and
target types.
- When no target type is explicitly specified, a default will be chosen based
on the source type. Like the earlier mentioned source type detection, this
is intended for interactive usage only.
- vkd3d-compiler will default to colour output if it can determine that the
output is a colour-capable teleprinter.
- New environment variables:
- NO_COLOUR/NO_COLOR can be used to disable default colour output.
See the README for more detailed descriptions and how to use these.
*** libvkd3d-utils
- To specify the libvkd3d API version to use when creating vkd3d instances,
define VKD3D_UTILS_API_VERSION to the desired version before including
vkd3d_utils.h. If VKD3D_UTILS_API_VERSION is not explicitly defined,
VKD3D_API_VERSION_1_0 will be used.
- Support for versioned root signatures is provided by the
D3D12SerializeVersionedRootSignature() and
D3D12CreateVersionedRootSignatureDeserializer() entry points.
- New interfaces:
- D3DCreateBlob() provides support for creating ID3DBlob objects.
- D3DPreprocess() provides support for preprocessing HLSL source code.
- D3DCompile() and D3DCompile2() provide support for compiling HLSL source
code.
*** build
- The minimum required version of Vulkan-Headers and SPIRV-Headers for this
release is version 1.1.113.
- The `gears' and `triangle' demo applications are installed as `vkd3d-gears'
and `vkd3d-triangle'. These were originally intended more as documentation
than as end-user executables, but there's some value in using them for
diagnostic purposes, much like e.g. `glxgears'.
- The minimum required version of widl for this release is version 3.20.
- The VULKAN_LIBS configure variable is used when detecting the Vulkan
library.
- If doxygen is available, it will be used to build API documentation. By
default, documentation will be generated in HTML and PDF formats.
- Builds for the Microsoft Windows target platform no longer require support
for POSIX threads. Windows synchronisation primitives are used instead.
- If debug logs are not required or desired, defining VKD3D_NO_TRACE_MESSAGES
and VKD3D_NO_DEBUG_MESSAGES will prevent them from being included in the
build. For example, a release build may want to configure with
`CPPFLAGS="-DNDEBUG -DVKD3D_NO_TRACE_MESSAGES -DVKD3D_NO_DEBUG_MESSAGES"'.
- Microsoft Windows is now a supported target platform. To create a build for
Windows, either cross-compile by configuring with an appropriate --host
option like for example `--host=x86_64-w64-mingw32', or build on Windows
itself using an environment like MSYS2 or Cygwin.
- If ncurses is available, it will be use by vkd3d-compiler to determine the
capabilities of the connected teleprinter, if any.

11
AUTHORS
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@ -1,15 +1,26 @@
Alexandre Julliard
Andrew Eikum
Andrey Gusev
Atharva Nimbalkar
Biswapriyo Nath
Chip Davis
Conor McCarthy
Derek Lesho
Francisco Casas
Giovanni Mascellani
Hans-Kristian Arntzen
Henri Verbeet
Isabella Bosia
Jactry Zeng
Joshua Ashton
Józef Kucia
Matteo Bruni
Nikolay Sivov
Philip Rebohle
Rémi Bernon
Robin Kertels
Stefan Dösinger
Sven Hesse
Vinson Lee
Zebediah Figura
Zhiyi Zhang

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@ -1,4 +1,4 @@
Copyright 2016-2019 the Vkd3d project authors (see the file AUTHORS for a
Copyright 2016-2022 the Vkd3d project authors (see the file AUTHORS for a
complete list)
Vkd3d is free software; you can redistribute it and/or modify it under

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@ -221,7 +221,7 @@ libvkd3d_shader_la_SOURCES = \
libs/vkd3d-shader/vkd3d_shader_main.c \
libs/vkd3d-shader/vkd3d_shader_private.h
libvkd3d_shader_la_CFLAGS = $(AM_CFLAGS) -DLIBVKD3D_SHADER_SOURCE -I$(srcdir)/libs/vkd3d-shader @SPIRV_TOOLS_CFLAGS@
libvkd3d_shader_la_LDFLAGS = $(AM_LDFLAGS) -version-info 1:0:0
libvkd3d_shader_la_LDFLAGS = $(AM_LDFLAGS) -version-info 2:0:1
libvkd3d_shader_la_LIBADD = libvkd3d-common.la @SPIRV_TOOLS_LIBS@ -lm
if HAVE_LD_VERSION_SCRIPT
libvkd3d_shader_la_LDFLAGS += -Wl,--version-script=$(srcdir)/libs/vkd3d-shader/vkd3d_shader.map
@ -255,7 +255,7 @@ libvkd3d_la_SOURCES = \
libs/vkd3d/vkd3d_shaders.h \
libs/vkd3d/vulkan_procs.h
libvkd3d_la_CFLAGS = $(AM_CFLAGS) -DLIBVKD3D_SOURCE
libvkd3d_la_LDFLAGS = $(AM_LDFLAGS) -version-info 3:0:2
libvkd3d_la_LDFLAGS = $(AM_LDFLAGS) -version-info 4:0:3
libvkd3d_la_LIBADD = libvkd3d-common.la libvkd3d-shader.la @DL_LIBS@ @PTHREAD_LIBS@
if HAVE_LD_VERSION_SCRIPT
libvkd3d_la_LDFLAGS += -Wl,--version-script=$(srcdir)/libs/vkd3d/vkd3d.map
@ -267,7 +267,7 @@ libvkd3d_utils_la_SOURCES = \
libs/vkd3d-utils/vkd3d_utils_main.c \
libs/vkd3d-utils/vkd3d_utils_private.h
libvkd3d_utils_la_CFLAGS = $(AM_CFLAGS) -DLIBVKD3D_UTILS_SOURCE
libvkd3d_utils_la_LDFLAGS = $(AM_LDFLAGS) -version-info 2:0:1
libvkd3d_utils_la_LDFLAGS = $(AM_LDFLAGS) -version-info 3:0:2
libvkd3d_utils_la_LIBADD = libvkd3d-common.la libvkd3d-shader.la libvkd3d.la @PTHREAD_LIBS@
if HAVE_LD_VERSION_SCRIPT
libvkd3d_utils_la_LDFLAGS += -Wl,--version-script=$(srcdir)/libs/vkd3d-utils/vkd3d_utils.map

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@ -1,5 +1,5 @@
AC_PREREQ([2.69])
AC_INIT([vkd3d],[1.2])
AC_INIT([vkd3d],[1.3])
AC_CONFIG_AUX_DIR([bin])
AC_CONFIG_MACRO_DIR([m4])

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@ -18,7 +18,7 @@
*/
#define VK_USE_PLATFORM_XCB_KHR
#define VKD3D_UTILS_API_VERSION VKD3D_API_VERSION_1_2
#define VKD3D_UTILS_API_VERSION VKD3D_API_VERSION_1_3
#include <vkd3d.h>
#include <vkd3d_utils.h>
#include <xcb/xcb_event.h>

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@ -59,6 +59,7 @@ enum vkd3d_api_version
VKD3D_API_VERSION_1_0,
VKD3D_API_VERSION_1_1,
VKD3D_API_VERSION_1_2,
VKD3D_API_VERSION_1_3,
};
typedef HRESULT (*PFN_vkd3d_signal_event)(HANDLE event);

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@ -206,7 +206,7 @@ static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval(enum vkd3d_
#define VKD3D_SPIRV_VERSION 0x00010000
#define VKD3D_SPIRV_GENERATOR_ID 18
#define VKD3D_SPIRV_GENERATOR_VERSION 2
#define VKD3D_SPIRV_GENERATOR_VERSION 3
#define VKD3D_SPIRV_GENERATOR_MAGIC vkd3d_make_u32(VKD3D_SPIRV_GENERATOR_VERSION, VKD3D_SPIRV_GENERATOR_ID)
struct vkd3d_spirv_stream