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d1d9e713f2
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
157 lines
6.6 KiB
Plaintext
157 lines
6.6 KiB
Plaintext
The Wine team is proud to announce that release 1.3 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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- Initial HLSL compilation support.
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- Shader model 5.1 descriptor array support.
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- Support for disassembling Direct3D shaders.
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The source is available from the following location:
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https://dl.winehq.org/vkd3d/source/vkd3d-1.3.tar.xz
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The current source can also be pulled directly from the git repository:
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https://source.winehq.org/git/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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----------------------------------------------------------------
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What's new in vkd3d 1.3
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=======================
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*** libvkd3d
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- Newly implemented Direct3D 12 features:
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- Root signature support for unbounded descriptor tables.
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- Unordered-access view counters in pixel shaders. These were previously
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only supported in compute shaders.
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- Output merger logical operations.
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- Retrieving CPU/GPU timestamp calibration values. This requires support for
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the VK_EXT_calibrated_timestamps extension.
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- The `mirror_once' texture addressing mode. This requires support for the
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VK_KHR_sampler_mirror_clamp_to_edge extension.
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- New interfaces:
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- The vkd3d_host_time_domain_info structure extends the
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vkd3d_instance_create_info structure, and can be used to specify how to
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convert between timestamps and tick counts. If left unspecified, a tick
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is assumed to take 100 nanoseconds.
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- Various bug fixes.
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*** libvkd3d-shader
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- New features:
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- Initial support for HLSL compilation and preprocessing. This is an ongoing
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effort; although support for many features is already implemented, support
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for many more isn't yet.
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- Support for disassembling Direct3D byte-code shaders to Direct3D assembly.
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- Support for parsing the legacy Direct3D byte-code format used by Direct3D
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shader model 1, 2, and 3 shaders. In the current vkd3d-shader release,
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only Direct3D assembly is supported as a target for these; we intend to
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support SPIR-V as a target in a future release.
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- New features for the SPIR-V target:
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- Support for various aspects of Direct3D shader model 5.1 descriptor
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arrays, including unbounded descriptor arrays, UAV counter arrays, dynamic
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indexing of descriptor arrays, and non-uniform indexing of descriptor
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arrays. With the exception of some special cases, this requires support
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for the SPV_EXT_descriptor_indexing extension in the target environment.
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- Support for double precision floating-point operations.
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- Support for indirect addressing of tessellation control shader inputs.
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- Stencil export. I.e., writing stencil values from shaders. This requires
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support for the SPV_EXT_shader_stencil_export extension in the target
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environment.
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- Support for the Direct3D shader model 4+ `precise' modifier.
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- Support for Direct3D shader model 4+ global resource memory barriers.
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New interfaces:
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- vkd3d_shader_preprocess() provides support for preprocessing shaders.
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- The vkd3d_shader_preprocess_info structure extends the
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vkd3d_shader_compile_info structure, and can be used to specify
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preprocessing parameters like preprocessor macro definitions.
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- The vkd3d_shader_hlsl_source_info structure extends the
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vkd3d_shader_compile_info structure, and can be used to specify HLSL
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compilation parameters like the target profile and entry point.
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- The vkd3d_shader_descriptor_offset_info structure extends the
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vkd3d_shader_interface_info structure, and can be used to specify offsets
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into descriptor arrays referenced by shader interface bindings. This
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allows mapping multiple descriptor arrays in a shader to a single binding
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point in the target environment, and helps with mapping between the
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Direct3D 12 and Vulkan binding models.
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- The VKD3D_SHADER_COMPILE_OPTION_API_VERSION compile option can
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be used to specify the version of the libvkd3d-shader API the
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application is targetting. If left unspecified,
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VKD3D_SHADER_API_VERSION_1_2 will be used.
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- Various shader translation fixes, for tessellation shaders in particular.
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*** vkd3d-compiler
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- New source and target types:
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- The `hlsl' source type specifies High Level Shader Language source code.
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- The `d3d-asm' target type specifies Direct3D assembly shaders.
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- The `d3dbc' format specifies legacy Direct3D byte-code, which is used for
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Direct3D shader model 1, 2, and 3 shaders.
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- The existing `dxbc-tpf' format can now also be used as a target format.
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- New command line options:
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- `-E' can be used to specify the input should only be preprocessed.
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- `-e'/`--entry' can be used to specify the entry point for HLSL and/or
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SPIR-V shaders.
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- `-p'/`--profile' can be used to specify the target profile for HLSL
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shaders.
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- When no source type is explicitly specified, vkd3d-compiler will attempt to
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determine the source type from the provided input. Note that this is
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intended as a convenience for interactive usage only, and the heuristics
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used are subject to future change. Non-interactive usage of vkd3d-compiler,
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for example in build scripts, should always explicitly specify source and
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target types.
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- When no target type is explicitly specified, a default will be chosen based
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on the source type. Like the earlier mentioned source type detection, this
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is intended for interactive usage only.
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- vkd3d-compiler will default to colour output if it can determine that the
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output is a colour-capable teleprinter.
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- New environment variables:
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- NO_COLOUR/NO_COLOR can be used to disable default colour output.
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See the README for more detailed descriptions and how to use these.
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*** libvkd3d-utils
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- New interfaces:
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- D3DCreateBlob() provides support for creating ID3DBlob objects.
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- D3DPreprocess() provides support for preprocessing HLSL source code.
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- D3DCompile() and D3DCompile2() provide support for compiling HLSL source
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code.
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*** build
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- The `gears' and `triangle' demo applications are installed as `vkd3d-gears'
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and `vkd3d-triangle'. These were originally intended more as documentation
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than as end-user executables, but there's some value in using them for
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diagnostic purposes, much like e.g. `glxgears'.
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- The VULKAN_LIBS configure variable is used when detecting the Vulkan
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library.
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- Builds for the Microsoft Windows target platform no longer require support
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for POSIX threads. Windows synchronisation primitives are used instead.
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- If ncurses is available, it will be use by vkd3d-compiler to determine the
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capabilities of the connected teleprinter, if any.
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