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