vkd3d adapter library

Edit Package vkd3d
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Direct3D 12 to Vulkan translation library,

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Source Files
Filename Size Changed
baselibs.conf 0000000189 189 Bytes
vkd3d-1.10.tar.xz 0000956600 934 KB
vkd3d-1.10.tar.xz.sign 0000000833 833 Bytes
vkd3d.changes 0000015843 15.5 KB
vkd3d.keyring 0000003175 3.1 KB
vkd3d.spec 0000003933 3.84 KB
Revision 13 (latest revision is 14)
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 1132240 from Marcus Meissner's avatar Marcus Meissner (msmeissn) (revision 13)
- Update to version 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(), 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. (forwarded request 1132181 from tobijk)
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