Collabora ya riga ya fara aiki akan tallafi na mai sarrafa Gallium D3D12

Masu ci gaba na An saki Collabora kwanan nan ta hanyar talla karɓar Gallium D3D12 buɗe mai sarrafawa, wanda ke aiwatar da Layer don tsara aikin OpenGL akan DirectX 12 (D3D12) API, a cikin babban abun Mesa.

A lokaci guda, direba ya sanar cikin nasara ya gwada gwajin daidaitawar OpenGL 3.3 lokacin aiki a kan WARP (rasterizer software) da direbobin NVIDIA D3D12.

Muna farin cikin raba cewa kwanan nan mun wuce gwajin gwaji na OpenGL 3.3 kuma mun sabunta lambar a cikin Mesa 3D!

Mai sarrafawa na iya zama da amfani a yi amfani da Mesa akan na'urori tare da masu sarrafa D3D12 kawai kuma azaman farawa don tura aikace-aikacen OpenGL don gudana akan D3D12 API. Musamman, ana iya amfani da direba don tsara aikin aikace-aikacen zane-zane a cikin yanayin da ke ƙarƙashin tsarin WSL (Windows Subsystem for Linux), wanda ke tabbatar da ƙaddamar da fayilolin zartarwa na Linux akan Windows.

Ofaya daga cikin manyan aikace-aikacen da suka yi fice shine tallafin Photoshop, wanda, kamar yadda aka ambata a cikin sanarwar, bazai zama babban abin mamaki ba, amma ɗayan abubuwan da ke motsa wannan aikin shine samun damar gudanar da aikace-aikace kamar Photoshop akan na'urorin Windows ba tare da jituwa ba duka tare da OpenGL.

Ina mai farin cikin bayar da rahoton cewa Microsoft sun fitar da jituwar jituwarsu wacce ke amfani da aikinmu don samar da tallafi na OpenGL (da OpenCL), Photoshop na iya gudana a kan Windows a yanzu a kan CPU na ARM! Abin farin ciki ne ganin manyan aikace-aikace kamar wannan suna fa'ida daga aikinmu!

Ana aiwatar da ci gaban tare tare da injiniyoyin Microsoft don haɓaka kayan aiki kamar D3D11On12 don canja wurin wasanni zuwa ɗakin karatu na D3D11 da D3D12 D3D12TranslationLayer, yana aiwatar da ingantattun kayan zane-zane a saman D3D12.

Bisa ga aikin da ake la'akari, Microsoft tuni ya riga ya shirya matsakaici abin da ke sa ya yiwu gudanar da aikace-aikacen tushen OpenGL akan na'urorin Windows wadanda basa samarda cikakken tallafi ga OpenGL. Musamman, ya yiwu a ba da tabbacin aikin Photoshop akan na'urorin Windows tare da masu sarrafa ARM.

Ina so in nuna cewa bayan na amince da OpenGL CTS ba lallai bane ya zama daidai da yarda da doka. Akwai wasu cikakkun bayanai kan yadda ake bi bisa ka'ida wajen aiwatar da aikin shimfida layi wanda yake da rikitarwa, kuma zan bar tambayar game da bin ka'idoji na Microsoft da Khronos.

Aiwatar da aikin ya hada da direba na Mesa da kuma NIR-to-DXIL shader compiler (D3D12 runtime), wanda ke canza matsakaiciyar NIR shader zuwa DirectX 12 mai yarda, LLVM 3.7 bitcode-based DirectX Intermediate Language (DXIL) format binary. (Microsoft's DirectX Microsoft Mai haɗa Shader shine cokali na LLVM 3.7).

Yakamata a daidaita batutuwa na lokacin gudu D3D12 kafin aika sakamako. Muna aiki tare da Microsoft don gyara waɗannan batutuwan kamar yadda ya dace. Waɗannan gyare-gyaren na iya ɗaukar lokaci kafin su wuce zuwa ginin Windows da kuma ƙare masu amfani, amma daga ƙarshe za su bayyana.

Amma ga mai sarrafa d3D12 da ƙananan sigar, abubuwa suna da rikitarwa ...

Da farko dai, ba koyaushe bane zai yiwu mu bambance tsakanin matsalolin direbobin dillalai da kuma kayan masarufi. Kuma abin da ya fi muni, tunda waɗannan kamfanoni na ɓangare na uku ne ke haɓaka waɗannan, ba mu da cikakken bayani game da shi. 

Mai kula da Mesa yana amfani da haɗin Gallium, yana karɓar umarnin OpenGL kuma, ta amfani da mai fassara NIR zuwa DXIL, yana haifar da umarnin D3D12 waɗanda ke gudana akan GPU ta amfani da direban tsarin D3D12. Na dabam, ana haɓaka abubuwa don tabbatar da OpenCL yana aiki a saman D3D12, gami da mai haɗa OpenCL da lokacin gudu na OpenCL.

Finalmente idan kuna sha'awar ƙarin sani game da shi, zaka iya duba bayanan A cikin mahaɗin mai zuwa.


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