The Wine team is proud to announce that release 1.6 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:
- Initial support for HLSL compute shaders. - More support for HLSL features and intrinsics. - Miscellaneous bug fixes.
The source is available from the following location:
https://dl.winehq.org/vkd3d/source/vkd3d-1.6.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.
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What's new in vkd3d 1.6 =======================
*** libvkd3d-shader
- New features for the HLSL source type: - Initial support for compute shaders. - Improved support for initialisation and assignment of compound objects like structures and arrays, including casts and implicit conversions. - Support for loads and stores of texture resource unordered-access views. - Support for function attributes. In particular, the required "numthreads" attribute for compute shader entry points is now supported. - Support for the asuint() intrinsic function. - Support for the length() intrinsic function. - Support for the normalize() intrinsic function. - Support for integer division and modulus. - Support for taking the absolute value of integers. - Support for floating-point modulus.
- New interfaces: - The VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_ATOMICS descriptor info flag is used to indicate that atomic operations are used on unordered-access view descriptors.
*** libvkd3d-common
- vkd3d debug output is prefixed with "vkd3d:" in order to make it easier to distinguish from output produced by applications or other libraries.
*** demos
- The demos now use libvkd3d-shader to compile HLSL shaders at run-time.