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VK9 Now Has Fullscreen Support For Direct3D-Over-Vulkan & More

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  • VK9 Now Has Fullscreen Support For Direct3D-Over-Vulkan & More

    Phoronix: VK9 Now Has Fullscreen Support For Direct3D-Over-Vulkan & More

    The VK9 project has hit its seventeenth milestone for Direct3D 9 implemented over Vulkan...

    http://www.phoronix.com/scan.php?pag...9-Milestone-17

  • #2
    Those milestones keep falling!

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    • #3
      it seems a good news. SO I assume that many games supporting directx9 shouldn't be ported completely.

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      • #4
        Looking at the license for VK9, it does not appear to be DFSG or GPL compliant because of the specific restrictions. Thoughts?
        Many times in the past naming requirements are too vague to be considered DFSG compatible. How far do you need to go? Not use the same characters? Not be 3 letters long? Not have the number 9 in it? These vague restrictions create headaches for distros.
        Last edited by Sidicas; 20 June 2017, 08:36 AM.

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        • #5
          Originally posted by Sidicas View Post
          Looking at the license for VK9, it does not appear to be DFSG or GPL compliant because of the specific restrictions. Thoughts?
          It's zlib license. SDL2 for instance licensed under zlib as well.

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          • #6
            Originally posted by SXX⁣ View Post
            It's zlib license. SDL2 for instance licensed under zlib as well.
            Ah, ok. DFSG compatible then. Didnt recognize the zlib license terms.

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            • #7
              According to Mad Max from Feral DirectX->Vulkan wrapper should be more efficient than DirectX->OpenGL. I cant wait to test this on Wine.

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              • #8
                Originally posted by dragon321 View Post
                According to Mad Max from Feral DirectX->Vulkan wrapper should be more efficient than DirectX->OpenGL. I cant wait to test this on Wine.
                Well since Vulkan is low level you can recreate all DirectX API calls with multiple Vulkan API calls, so you are just using Vulkan as a shim. With OpenGL you need to actually convert the DirectX API calls to OpenGL API calls.

                But VK9 is a long way off being implemented in Wine, it has a long way to go.

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                • #9
                  Originally posted by Spazturtle View Post

                  Well since Vulkan is low level you can recreate all DirectX API calls with multiple Vulkan API calls, so you are just using Vulkan as a shim. With OpenGL you need to actually convert the DirectX API calls to OpenGL API calls.

                  But VK9 is a long way off being implemented in Wine, it has a long way to go.
                  That's right. With Vulkan You can fully recreate DX API and do some optimizations, which is impossible with OpenGL.

                  I know that. First it need to be completed (a lot of features are missing now) and this will took some time. Last milestone (43) is planned in 2020.

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                  • #10
                    Originally posted by Spazturtle View Post

                    Well since Vulkan is low level you can recreate all DirectX API calls with multiple Vulkan API calls, so you are just using Vulkan as a shim. With OpenGL you need to actually convert the DirectX API calls to OpenGL API calls.

                    But VK9 is a long way off being implemented in Wine, it has a long way to go.
                    Its more complicated than that

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