The Wine team is proud to announce that release 1.10 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: - libvkd3d exposes various newer Direct3D 12 interfaces. - The HLSL compiler supports dynamic indexing of arrays. - libvkd3d-utils implements various helper functions for manipulating DXBC blobs. - Miscellaneous bug fixes. The source is available from the following location: The current source can also be pulled directly from the git repository: Vkd3d is available thanks to the work of multiple people. See the file AUTHORS for the complete list. # What's new in vkd3d 1.10 ### libvkd3d - Creating pipeline state objects from pipeline state stream descriptions is implemented. - Depth-bounds testing is implemented. - When the VK\_KHR\_maintenance2 extension is available, libvkd3d will explicitly specify the usage flags of Vulkan image views. This is particularly useful on MoltenVK, where 2D-array views of 3D textures are subject to usage restrictions. - The D3D12\_FORMAT\_SUPPORT2\_UAV\_TYPED\_LOAD and/or D3D12\_FORMAT\_SUPPORT2\_UAV\_TYPED\_STORE feature flags are reported for UAV formats when the ‘shaderStorageImageReadWithoutFormat’ and/or ‘shaderStorageImageWriteWithoutFormat’ Vulkan device features are supported. - The ID3D12Device5 interface is supported. - The ID3D12GraphicsCommandList5 interface is supported. - The ID3D12Resource1 interface is supported. ### libvkd3d-shader - New features for the HLSL source type: - Support for the following intrinsic functions: - ceil() - degrees() and radians() - fwidth() - tan() - tex2Dlod(), tex2Dproj(), texCUBEproj(), and tex3Dproj() - Constant folding support for more expression types. In particular: - ternary operators and branches - reciprocal square roots - exponentials - logical ‘not’ on booleans - bitwise complements - left/right shifts - ceil(), floor(), frac(), and saturate() - Support for dynamic indexing of arrays. - Support for ‘break’ and ‘continue’ statements. - Support for ‘switch’ statements. - The ‘linear’, ‘centroid’, and ‘noperspective’ interpolation modifiers are supported. - The ‘RWTexture1DArray’ and ‘RWTexture2DArray’ unordered access view types are supported. - ‘\[loop\]’ attributes are accepted on loops. - u/U and l/L suffixes on integer constants. - Floating-point values are explicitly clamped to the upper and lower bounds of the target type by ‘ftoi’ and ‘ftou’ instructions when targeting SPIR-V. Similarly, NaNs are flushed to zero. Some hardware/drivers would already do this implicitly, but behaviour for such inputs is undefined as far as SPIR-V is concerned. - The VKD3D\_SHADER\_CONFIG environment variable can be used to modify the behaviour of libvkd3d-shader at run-time, analogous to the existing VKD3D\_CONFIG environment variable for libvkd3d. See the README for a list of supported options. - When scanning legacy Direct3D bytecode using vkd3d\_shader\_scan(), descriptor information for shader model 2 and 3 combined resource-sampler pairs is returned in the vkd3d\_shader\_scan\_descriptor\_info structure. Note that this information is not yet available for shader model 1 sources, although this will likely be added in a future release. - The Direct3D shader assembly target supports the ‘rasteriser ordered view’ flag (‘\_rov’) on unordered access view declarations. - New interfaces: - The VKD3D\_SHADER\_COMPILE\_OPTION\_BACKWARD\_COMPATIBILITY compile option can be used to specify backward compatibility options. The VKD3D\_SHADER\_COMPILE\_OPTION\_BACKCOMPAT\_MAP\_SEMANTIC\_NAMES flag is the only currently supported flag, and can be used to specify that shader model 1-3 semantic names should be mapped to their shader model 4+ system value equivalents when compiling HLSL sources. - The VKD3D\_SHADER\_COMPILE\_OPTION\_FRAGMENT\_COORDINATE\_ORIGIN compile option can be used to specify the origin of fragment coordinates for SPIR-V targets. This is especially useful in OpenGL environments, where the origin may be different than in Direct3D or Vulkan environments. - The vkd3d\_shader\_scan\_combined\_resource\_sampler\_info structure extends the vkd3d\_shader\_compile\_info structure, and can be used to retrieve information about the combined resource-sampler pairs used by a shader. This is especially useful when compiling shaders for usage in environments without separate binding points for samplers and resources, like OpenGL. - vkd3d\_shader\_free\_scan\_combined\_resource\_sampler\_info() is used to free vkd3d\_shader\_scan\_combined\_resource\_sampler\_info structures. ### libvkd3d-utils - Passing the D3DCOMPILE\_ENABLE\_BACKWARDS\_COMPATIBILITY flag to D3DCompile() and D3DCompile2() will enable mapping shader model 1-3 semantic names to their shader model 4+ system value equivalents. - New interfaces: - D3DGetBlobPart() is used to retrieve specific parts of DXBC blobs. - D3DGetDebugInfo() is used to retrieve debug information from DXBC blobs. - D3DGetInputAndOutputSignatureBlob() is used to retrieve input and output signatures from DXBC blobs. - D3DGetInputSignatureBlob() is used to retrieve input signatures from DXBC blobs. - D3DGetOutputSignatureBlob() is used to retrieve output signatures from DXBC blobs. - D3DStripShader() is used to remove specific parts from DXBC blobs. ### vkd3d-compiler - The ‘--fragment-coordinate-origin’ option can be used to specify the origin of fragment coordinates for SPIR-V targets. - The ‘--semantic-compat-map’ option can be used to specify that shader model 1-3 semantic names should be mapped to their shader model 4+ system value equivalents when compiling HLSL sources. ### vkd3d-dxbc - The ‘--list’ and ‘--list-data’ options now also output the offsets of sections inside the input data. ### build - The minimum required version of Vulkan-Headers for this release is version 1.2.148. - When available, the libEGL and libOpenGL libraries are used to run the vkd3d tests in additional configurations. These libraries are not used by vkd3d itself. - The SONAME\_LIBDXCOMPILER configure variable can be used specify the shared object name of the dxcompiler library. When available, it's used to run the vkd3d tests in additional configurations. The dxcompiler library is not used by vkd3d itself.