VKD3D, Wine’s library for translating Direct3D to Vulkan, has released version 2.0, introducing improvements to shaders, interfaces, debugging, and backend components within Wine’s graphics translation stack.
Above all, the update enhances support for HLSL operations, expanding the compiler’s capability to process shader code from Windows applications. The update also enhances support for legacy Direct3D bytecode, improving compatibility with older shader formats still present in Windows software.
Moreover, VKD3D 2.0 further improves DXIL handling and effects framework support and introduces experimental Metal Shading Language target support, continuing VKD3D’s work on non-SPIR-V shader outputs. However, support for Metal Shading Language remains experimental.
DXIL now also supports forward-referencing pointers in load, store, atomic read/modify/write, and compare/exchange operations. It also supports pixel shader-specified stencil reference values.
Finally, VKD3D 2.0 adds new shader interfaces for floating-point denormal mode handling, SPIR-V float controls, 16-, 32-, and 64-bit floating-point compile options, and const handling for global uniforms in HLSL sources.
For additional details, see the changelog. VKD3D 2.0 is available from WineHQ’s GitLab release page.
