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Mac windows emulator wine
Mac windows emulator wine










  1. Mac windows emulator wine drivers#
  2. Mac windows emulator wine driver#
  3. Mac windows emulator wine windows#

  • The system battery state is properly reported to applications.
  • The kernel-level synchronization objects like spin locks, fast mutexes, remove locks, and resource variables are implemented.
  • Mac windows emulator wine drivers#

    Kernel objects are better emulated for device drivers that expect to manipulate objects from the kernel side.Libraries of the wrong 32/64-bitness are ignored when found in the search path, to enable loading the correct one if it's found further in the path.

    Mac windows emulator wine windows#

  • Most of the functions that used to be in Kernel32 are moved to KernelBase, to follow the architecture of recent Windows versions.
  • Various improvements and fixes have been made to the effect framework.
  • Previously their implementation relied on the underlying Direct3D implementation not enforcing mapping restrictions. texture fills, on unmappable surfaces are implemented more correctly.
  • Support for compressing textures using S3TC-compression is implemented.
  • "UseGLSL" This has been superseded by the "shader_backend" setting above.
  • Deprecated HKEY_CURRENT_USERSoftwareWineDirect3D registry key:.
  • This currently only makes a difference with the default GLSL shader backend in combination with the proprietary NVIDIA drivers.
  • Enable (0x1) or disable (0x0, default) stricter translation of Direct3D shaders, potentially at a performance cost.
  • Possible values are "glsl" (default) for GLSL, "arb" for ARB vertex/fragment programs and "none" to disable shader support. New HKEY_CURRENT_USERSoftwareWineDirect3D registry keys:
  • The Direct3D graphics card database recognizes more graphics cards.
  • mac windows emulator wine

    Support for compressed destination resources was already implemented in a previous release.

  • The wined3d CPU blitter can handle compressed source resources.
  • More shader reflection APIs are implemented.
  • Limited support for blits across swapchains is implemented.
  • Various lighting calculation fixes and improvements for older DirectDraw applications have been made.
  • The ID3D11Multithread interface is implemented.
  • Since 3D textures can be potentially large, and address space exhaustion is a concern for 32-bit applications, S3TC-compressed 3D textures are uploaded per-slice, instead of in a single upload.
  • Uploads of S3TC-compressed 3D textures require less address space.
  • Dirty texture regions are tracked more accurately for Direct3D 8 and 9 texture uploads.
  • There are nevertheless quite a number of them.
  • Since well-behaved applications don't rely on these edge cases, they typically only affect one or two applications each.
  • Blits between formats with and without alpha components.
  • Resources bound through both shader-resource views and render-target or depth-stencil views at the same time.
  • Viewports with a minimum Z larger than or equal to the maximum Z.
  • mac windows emulator wine

  • Creating Direct3D devices on invalid Windows, like the desktop window.
  • mac windows emulator wine

  • Usage of invalid DirectDraw clipper objects.
  • Drawing with mapped textures and buffers.
  • Sampling 2D resources with 3D samplers and vice versa.
  • Out of range reference values for the alpha and stencil tests.
  • The handling of various edge cases is improved.
  • These features were previously already implemented for earlier versions of the Direct3D API.
  • Switching between fullscreen and windowed.
  • The following features are implemented for Direct3D 12 applications:
  • Switching between fullscreen and windowed modes using the standard Alt+Enter combination is implemented for DXGI applications.
  • This typically allows applications to reduce CPU usage while minimized, and is in some cases required to allow the application window to be restored again.
  • DXGI swapchain presents inform the application when the corresponding window is minimized.
  • Fullscreen Direct3D applications inhibit the screensaver.
  • The WindowsCodecs library is able to convert more bitmap formats, including palette-indexed formats.
  • Mac windows emulator wine driver#

  • The Vulkan driver supports up to version 1.1.126 of the Vulkan spec.
  • mac windows emulator wine

  • Multiple display adapters and monitors are properly supported, including dynamic configuration changes.
  • The Wine C runtime is updated to support linking to MinGW-compiled binaries it is used by default instead of the MinGW runtime when building DLLs.
  • Not all modules have been converted to PE yet this is an ongoing process that will continue during the Wine 5.x development series.
  • Modules that have been converted to PE can use standard wide-char C functions, as well as wide-char character constants like L"abc".
  • This makes the prefix look more like a real Windows installation, at the cost of some extra disk space.
  • The actual PE binaries are copied into the Wine prefix instead of the fake DLL files.
  • This helps various copy protection schemes that check that the on-disk and in-memory contents of system modules are identical.
  • Most modules are built in PE format (Portable Executable, the Windows binary format) instead of ELF when the MinGW compiler is available.
  • Version 5.0: Latest Developer build v5.7 PE modules:












    Mac windows emulator wine