The Wine team is proud to announce that release 1.8 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. - Miscellaneous bug fixes. The source is available from the following location: https://dl.winehq.org/vkd3d/source/vkd3d-1.8.tar.xz The current source can also be pulled directly from the git repository: https://gitlab.winehq.org/wine/vkd3d.git Vkd3d is available thanks to the work of multiple people. See the file AUTHORS for the complete list. ---------------------------------------------------------------- What's new in vkd3d 1.8 ======================= *** 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. *** libvkd3d-shader - 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. - More improvements to HLSL support for the Direct3D shader model 1/2/3 profiles. - The section alignment of DXBC blobs produced by vkd3d_shader_serialize_dxbc() matches those produced by d3dcompiler more closely. - 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. - Relative addressing of shader input registers is supported by SPIR-V targets.