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ovvldc

Member Since 24 Nov 2010
Online Last Active Today, 10:03 AM
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Topics I've Started

Wine 4.0 coding freeze

07 December 2018 - 08:24 PM

The pre-release code freeze started for Wine 4.0, see https://www.winehq.o...nounce/4.0-rc1. I am wondering to what extent it makes sense for the Wineskin community to contribute to that. Obviously, we benefit from bugs being stamped out, but I have no experience in how welcome our bug reports are in such a period...

Crossover 18 and Proton 3.16

17 October 2018 - 01:09 PM

Crossover 18 was released on 16.10.2018, and Proton 3.16 beta seems to be finalised, if not released quite yet.

I hope the fixes will be useful, even if we can not yet use Vulkan on Mac for D3D10-D3D11-D3D12. Some progress was made, as far as I can tell, but geometry/tesselation shaders and stream output AKA transform feedback are still missing from MoltenVK. I don't even know if Metal has features to cover those (As far as I can tell: yes on tesselation, no on geometry but that can be circumvented with compute shaders, and no for stream output)

Mojave and Wine versions

07 September 2018 - 09:25 AM

Hi everyone,

I just wanted to make a post with some basic information for people who want to start porting.

Q1: What winery / wineskin versions work on Mojave and where can I find them?
A1: Standard Wineskin has had issues since High Sierra. You can find links to an updated version http://portingteam.c...fficial-update/ It should work on Mojave.

The original and the updated Winery applications let you download engines, and then use these as a foundation to build wrappers for you to install your game/application in.

Q2: What Wine version should I use for my game/application?
A2: That depends a lot of what you want to do. For example, Skyrim has worked fairly easily since Wine 1.6, but runs faster with a recent command stream-enabled engine. In general, you could try a recent Wine stable version (whole numbers, e.g. 3.0.2), a Wine development version (point numbers, e.g. 3.15), Crossover engine (e.g. 17.5), and/or a Wine Staging engine. See if you can find your game/application in the Wine App database https://appdb.winehq.org and use a version that is rated gold or platinum if you can.

Q3: What about DX10 / DX11 / DX12 games?
A3: This is being worked on. The support for DX10 and DX11 in vanilla Wine is only for Linux and not available on Mac OS because Apple stopped updating their OpenGL drivers years ago in favour of Metal. Now there is an effort to use the cross-platform Vulkan API, which requires two bridges: from DX10 / DX11 to (using DXVK) Vulkan to (using MoltenVK) Metal, or from DX12 to (using VK3D) Vulkan to (using MoltenVK) Metal. As you can imagine, these complicated bits of software are not easy to connect, and they are also all still in development with important bits still missing. Fortunately, Valve (the company behind Steam) is providing resources to get all this code working so it is not just amateurs working in their spare time. There are also fundamental issues of DX, Vulkan and Metal having slightly different feature sets, and some of those gaps are hard to bridge.

For the foreseable future, don't think about playing a DX10 / DX11/ DX12 game on Wine on Mac OS. Some of these have Mac ports, usually done by Feral or Aspyr. Find them on Steam or GOG.

Q4: How can I help?
A4: You can test games/applications and report here or in the AppDb. Either build your own wrapper or get some in the Ports Database on this site (you still have to own and install the game yourself). You can buy Crossover Mac, so that Codeweavers (the company that provides most of Wine development) will have more resources and reason to put more emphasis on Mac. You can contribute code to Wine or DXVK or VK3D or MoltenVK if you have the skills and the time to dig into that.

Wineconf 2018?

06 July 2018 - 05:16 PM

Are we going to get any videos or audio recording or notes or such from Wineconf 2018? The programme looked quite interesting, and it has been a decent way to figure out what we might get from Wine next year.

And yes, I know that there is a video, uploaded before Wineconf 2018 (https://www.youtube....h?v=mZQACnvVe3w), but that is actually from 2008 ;).

32bit and OpenGL going away next year on MacOS

05 June 2018 - 02:14 PM

So we learned from WWDC that MacOS 1.0.14 Mojave will be the last version to support 32-bit apps (see https://www.macrumor...rt-32-bit-apps/)

We also learned that 10.14 or the current 10.13 High Sierra are the last version to get any love on OpenGL (see https://www.macrumor...rt-32-bit-apps/ or https://www.anandtec...across-all-oses)

This means that the older Wine engines have one year left to live, maybe two or three if you keep 10.14 through its security updates.

The main glimmer of hope I see now is that we have MoltenVK open sourced with the support of Valve (see https://github.com/K...sGroup/MoltenVK).

If that develops fast enough, we might have a chance of replacing the current (not very optimised) OpenGL stack with Vulcan-based libraries, like VK9 for D3D9 (see https://github.com/disks86/VK9), DXUP to translate DX10 into DX11 calls (see https://github.com/Joshua-Ashton/dxup), DXVK for D3D11 (see https://github.com/doitsujin/dxvk) and VK3D for DX12 (see https://source.wineh.../git/vkd3d.git/).

Alternatively, someone might undertake to build a full OpenGL stack on top of Vulkan (see https://github.com/google/angle) and/or Metal (see https://moltengl.com/moltengl/).

But all of that hinges on progress over the next year or two in quite a few open-source projects, and there is still the issue of 32-bit graphics calls translated to 64-bit APIs.

I hope the Wine devs will discuss this in their anniversary conference this month (see https://wiki.winehq.org/WineConf2018), but Mac is a relatively quiet topic at those events, even if Codeweavers earn more from Mac sales than Linux (at least they used to).

I also wonder to what extent Codeweavers and Wine devs will eventually want to move all of their D3D implementation from OpenGL to Vulkan, also on Linux. I can imagine that anyone doing even somewhat serious gaming can find useable Vulkan drivers by now, though I am not quite sure...