he Wine team is proud to announce that release 1.2 of vkd3d, the Direct3D to
Vulkan translation library, is now available.
This release contains improvements that are listed in the release notes.
The main highlights are:
- Availability of libvkd3d-shader as a public library.
- Support for tessellation shaders.
- Version 1.1 root signatures.
- Stream output support.
The source is available here.
What's new in vkd3d 1.2
- Newly implemented Direct3D 12 features:
- Reserved resources.
- Instance data step rates. This requires the
- `Private data' APIs for all interfaces.
- Shader-resource view component mappings.
- Indirect indexed draws.
- Indirect draws with a count buffer. This requires the
- Stream output and stream output queries. This requires the
- Predicated/conditional rendering.
- Primitive restart.
- Depth rendering without a pixel shader.
- Depth clipping. This requires the VK_EXT_depth_clip_enable extension.
- Rasteriser discard.
- Dual-source blending.
- Mapping placed resources.
- The ReadFromSubresource() and WriteToSubresource() ID3D12Resource methods.
- Simultaneous access to resources from multiple queues.
- Null-views. I.e., views without an underlying resource.
- Several more feature support queries.
- New interfaces:
- vkd3d_serialize_versioned_root_signature() and
vkd3d_create_versioned_root_signature_deserializer() provide support for
versioned root signatures.
- The vkd3d_application_info structure extends the
vkd3d_instance_create_info structure, and can be used to pass information
about the application to libvkd3d. It is analogous to the
VkApplicationInfo structure in Vulkan. Its `api_version' field should be
set to the version of the libvkd3d API that the application targets.
- The vkd3d_optional_device_extensions_info structure extends the
vkd3d_device_create_info structure, and can be used to pass a list of
device extensions to enable only when available to libvkd3d. It is
analogous to the vkd3d_optional_instance_extensions_info structure for
- New environment variables:
- VKD3D_CONFIG can be used to set options that change the behaviour of
- VKD3D_TEST_BUG can be used to disable bug_if() conditions in the test
- VKD3D_TEST_FILTER can be used to control which tests are run.
- VKD3D_VULKAN_DEVICE can be used to override the Vulkan physical device
used by vkd3d.
See the README for more detailed descriptions and how to use these.
- When the VK_KHR_dedicated_allocation extension is available, dedicated
allocations may be used for committed resources.
- When the VK_KHR_image_format_list extension is available, it will be used to
inform the driver about the view formats that a particular mutable Vulkan
image can be used with. This improves performance on some Vulkan
- When the VK_EXT_debug_marker extension is available, object names set with
the ID3D12Object SetName() method will be propagated to the underlying
- Unordered-access view clears are supported on more formats. Previously these
were limited to integer formats for texture resources, and single component
integer formats for buffer resources.
- When the D24_UNORM_S8_UINT format is not supported by the Vulkan
implementation, the D32_SFLOAT_S8_UINT format will be used instead to
implement the D24_UNORM_S8_UINT and related DXGI formats. This is required
because the DXGI D24_UNORM_S8_UINT format is mandatory, while the Vulkan
D24_UNORM_S8_UINT format is optional.
- Various bug fixes.
- libvkd3d-shader is now available as a public instead of an internal library.
- New features:
- Tessellation shaders.
- Root signature version 1.1 serialisation, deserialisation, and conversion.
- Multi-sample masks.
- Per-sample shading.
- Early depth/stencil test.
- Conservative depth output.
- Dual-source blending.
- Stream output.
- Viewport arrays.
- Support for OpenGL SPIR-V target environments. This allows SPIR-V produced
by libvkd3d-shader to be used with GL_ARB_gl_spirv. This includes support
for OpenGL atomic counters and combined samplers.
- Preliminary support for shader model 5.1 shaders. This is still a work in
progress. Notably, support for resource arrays is not yet implemented.
- When the SPV_EXT_demote_to_helper_invocation is available, it will be used
to implement the `discard' shader instruction instead of using SpvOpKill. In
particular, this ensures the `deriv_rtx' and `deriv_rty' instruction return
accurate results after a (conditional) `discard' instruction.
- Support for using SPIR-V specialisation constants for shader parameters.
- Support for more shader instructions:
- When built against SPIRV-Tools, libvkd3d-shader can produce SPIR-V shaders
in text form.
- libvkd3d-shader now has its own environment variable (VKD3D_SHADER_DEBUG) to
control debug output.
- Various shader translation fixes.
- When supported by libvkd3d-shader, text form SPIR-V is available as a target
format, in addition to the existing binary form SPIR-V target format.
- Input from standard input, and output to standard output is supported.
- To specify the libvkd3d API version to use when creating vkd3d instances,
define VKD3D_UTILS_API_VERSION to the desired version before including
vkd3d_utils.h. If VKD3D_UTILS_API_VERSION is not explicitly defined,
VKD3D_API_VERSION_1_0 will be used.
- Support for versioned root signatures is provided by the
D3D12CreateVersionedRootSignatureDeserializer() entry points.
- The minimum required version of Vulkan-Headers and SPIRV-Headers for this
release is version 1.1.113.
- The minimum required version of widl for this release is version 3.20.
- If doxygen is available, it will be used to build API documentation. By
default, documentation will be generated in HTML and PDF formats.
- If debug logs are not required or desired, defining VKD3D_NO_TRACE_MESSAGES
and VKD3D_NO_DEBUG_MESSAGES will prevent them from being included in the
build. For example, a release build may want to configure with
`CPPFLAGS="-DNDEBUG -DVKD3D_NO_TRACE_MESSAGES -DVKD3D_NO_DEBUG_MESSAGES"'.
- Microsoft Windows is now a supported target platform. To create a build for
Windows, either cross-compile by configuring with an appropriate --host
option like for example `--host=x86_64-w64-mingw32', or build on Windows
itself using an environment like MSYS2 or Cygwin.
Run Microsoft Windows Applications and Games on Mac, Linux or ChromeOS save up to 20% off CodeWeavers CrossOver+ today.