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WineSherry the best engine for Wineskin


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#1 Slice

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Posted 25 February 2015 - 07:55 AM

News:

21.02.2019
Since three years i returning because Wine made significant progress. They solve my problems with Heroes VI. now the game became playable!
1. Bug 38274 (white water) resolved in wine-4.0. Since that I joins to look more.
2. Bug 38621, 39546 (smoke texture) can be resolved by installing native Directx9 or winetrick d3dx9_36, d3dcompiler_43
3. Bug 42031 (game not started) sine wine 1.9.15 up to wine 2.1. Now resolved.
4. Bug 40180 (flying squares) is the Hackintosh specific. Resolved in Sherry engine.
5. Bug 37705 (darkness). This is blocking bug. And now it is resolved in Sherry since 4.2-7. May be in future the patch will be included into mainstream wine.

About the project naming rules.
WS9WineSherry-4.2-10
WS9 - Wineskin suffix. 9 means Directx9. Till now DX10 and up is mostly not supported.
Sherry means all patches staging+my, XSherry means eXcluding staging, only patches with gold status.

19.02.2016
With Sherry-1.9.3 there are bugs resolved in Sherry unlike WineHQ and some of them not in WineStage:
11819 11963 12652 12941 13683 15422 15839 16114 18477 20776 22819 23807 25086 25325 25528 25696 25786 26757 27035 27600 28177 28678 29052 29397 32007 32273 32490 33476 33661 33768 33988 34052 34095 34166 34658 34906 35207 35363 35585 36763 37271 37398 37399 37760 38159 38208 38216 38277 38286 38648 38711 38785 38791 39674 39734 39749 39805 39866 39998 40096
Briefly: some of them is MacOSX specific, some one game specific, some partially working, some workaround differs from stage... and so on.

Since June 2015 the project has a name Sherry

-------------------------------------------------------
Now I can build my own engines and want to do the best one.

I want to port Heroes of Might & Magic VI to OSX and choose Wineskin for this purpose.
The game installed from official disk latest release without any hacks and works fine in real Windows 7. It is easy installed into Wineskin: "Setup", "OK", "Agree" and so on....
The game is almost working but with some problems:
#1. Engines 1.7.x is not working, crashes with runtime errors like
err:seh:raise_exception Unhandled exception code e06d7363 flags 11 addr 0x7b82d402
Last working engine is 1.7.2 but slow. ("Slow" means 3D graphics looks like slide show).
My latest engine works longer... but crashes too. I think there are NULL pointer dereferencing and Non-initialized variables.
Resolved by unofficial hack. Official WIne also resolve the issue but not good way. Examining more.

#2. Last fast engines was 1.5.25AMDSpeedHack. Why this speedhack was excluded from next engines? Where can I get the source of the speedhack to apply to my sources? Google found nothing...
I found this tread Wine ATiFix Engine and hope it resolves slow issue if I switch to 10.9.5. WIll test later.
Resolved! I have the best SpeedHack ever present in the world. Affected Nvidia cards as well.

#3. When I choose a battle I may play some time but at one turn light was switched off. It looks like black textures. From one game I know it was provided by scenario. I enter underground where there is no light and after I go up the light should be switch on... but it doesn't happen. Other scenarios just loose light at some point, not randomly. In this case I can reload resources and see light again.
In the company "Pirates" with Crag Hack there is no light at begin and can't be switch on any way.
This is an error of all Wine Engines versions and no such bug in real Windows.
Looks like here http://portingteam.c...black-textures/

#4. Water looks like just white place. AFAIK wine developers know this bug and can't correct it. I saw affirmation that the speedhack causes the bug. No! The bug is present without the hack as well.
I have an idea that this related to PixelShaders. Begin to study.

#5. Playing Heroes 3.5 WoG I encounter a problem that in tuning menu mouse cursor disappeared after click. It doesn't happen with CXeX engine.
Resolved!Using engine 1.7.17_ddraw_d3d. What is it?
It is resolved by new engines as well.
ddr=gdi
and exclude all other settings from Direct3d and other related registry sections.

#6. Can't enter international characters. I think it is not an engine issue but wineskin. And it has no relation to 3D games but in this development I will correct it as well.
I am not sure it is engine issue. In notepad I can do this. Problem in the game?

Yes, it is not an issue. It is the game behavior.

#7 DXTn support needed for many games but WineHQ is not supporting this. Wine-Staging supports only in Linux not in MacOSX.
Resolved! My project Sherry has builtin support for DXTn.

With bug#3 I can't play so why I am here.

Latest engines:
Sherry-105
Sherry-222
Sherry64-1.7.53
Sherry32-1.7.54
XSherry-1.8 - eXcluding CSMT
Sherry32-1.9.1+
Sherry-1.9.2
Sherry-1.9.3
They needs also WrapperUpdate5 - 7z archive.
Unpack by LZMA utility or LZMAnoGUI.app, or by WinRAR_5, or by Keka.
Install by the command
cp -R ~/Downloads/WrapperUpdate5/* ~/Library/Application\ Support/Wineskin/Wrapper/Wineskin-2.6.2.app/Contents/Frameworks/


One more library for WrapperUpdate https://dl.dropboxus...her/AppleWM.zip
and more https://dl.dropboxus...Other/libGL.zip

Now included into WrapperUpdate5

Some new instructions   #49  

#2 Slice

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Posted 25 February 2015 - 06:29 PM

Quote

I found this tread Wine ATiFix Engine and hope it resolves slow issue if I switch to 10.9.5. WIll test later.
I applied this patch to 1.6.2 and see no differences.

Quote


Create a new "String Value" named "OverrideVertexShaders", and set its value to "enabled"

Create another "String Value" named "VertexShaderConstants", and set the number of constants to use.


Tested from 259 up to 1000 and no effect.

The only fast engine is 1.5.25AMDSpeedHack. Is it possible somehow to get the source of it?

#3 Slice

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Posted 26 February 2015 - 08:19 PM

View PostSlice, on 25 February 2015 - 06:29 PM, said:

I applied this patch to 1.6.2 and see no differences.

Tested from 259 up to 1000 and no effect.

The only fast engine is 1.5.25AMDSpeedHack. Is it possible somehow to get the source of it?
Wow! VertexShaderConstants=256 is a solution!
So the bug #2 is resolved. I can play in 10.7.5 with full speed.
I also confirm that in 10.9.5 all engines are fast more or less.
10.7.5 log
fixme:d3d:wined3d_adapter_init_limits Max ARB_FRAGMENT_SHADER float constants: 1024.
10.9.5 log
fixme:d3d:wined3d_adapter_init_limits Max ARB_FRAGMENT_SHADER float constants: 768.
Strange, but I can work replacing it to 256 - custom value.

One observation: OpenMark test in 10.7.5 gives better rezult then in 10.9.5: 2200->1900

#4 Slice

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Posted 27 February 2015 - 07:20 AM

Now let speak about bug #1.
I tested engines also with 3Dmark2001 and they works. A specific problem related to HeroesVI.
Last working engine is 1.7.2
Tested also 1.7.7 - crashed during one turn.
1.7.8 and later - crash at begin.
I collected all logs and is studying them...


EDITED.
With engine 1.7.3 it crashes too.
So 1.7.3.diff has an answer to question. This bug appears only with dx10/11 games. d3d10 was "improved" in 1.7.3.

#5 Slice

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Posted 27 February 2015 - 07:29 AM

About bug #4 I think this is related message
err:winediag:shader_generate_glsl_declarations The hardware does not support enough uniform components to run this shader, it may not render correctly.


#6 Slice

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Posted 02 March 2015 - 08:50 AM

I have a dilemma what to choose as starting point?
1.6.2 is a stable release and I have some success with it.
1.7.x are development versions and mostly don't work on my tests.
But I see many bugs eliminations and improvements in 1.7.x which I want to have in my version.
So, what to choose?


EDITED 03.03.2015
OK. I found a way to keep a folder with wine-1.7.-latest in sync with git and with my changes.
The sources 1.7 is really better then old 1.6 but now I have to resolve a bug with Heroes VI crash.

#7 dankoB

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Posted 04 March 2015 - 02:08 AM

Have you successfully applied the patch to a newer 1.7.xx engine? I've tried to patch the latest source with this patch but it fails on 3 of the 8 hunks that comprise the three files changed by it.

Here's the Terminal output

Spoiler

Here are the rejected sections

wined3d/directx.c

Spoiler

This is the corresponding part of the source file that fails
Spoiler

wined3d/wined3d_main.c

Spoiler

This is the corresponding section of the source file that's failing
Spoiler

wined3d/wined3d_private.h

Spoiler

This is the corresponding section of the source file that fails
Spoiler

If anyone on here knows what changes would need to be made to update this patch to the latest Wine build, I'd like to ask for your advice to get an updated ATI Speedhacked Wine engine for Wineskin. I think it should be relatively easy seeing as how 60% of patch works...could anyone help me out? A couple months ago I found myself a great deal on a mbp i7 with a Radeon 6750. I'd like to take fu;ll advantage of the newest Wine seeing as how it's come leaps and bounds since Wine 1.5.xx

Here is the original patch

Spoiler


#8 Slice

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Posted 04 March 2015 - 05:38 AM

Yes, I embedded this patch into resent 1.7.x sources. I just not lazy to do this manually.
Diff by BBedit and apply lines on the fly.

This is changed sources. Not diff, but full files that differ from originals
https://dl.dropboxus...patched.src.zip

And the engine with this changes
https://dl.dropboxus...7Slice-3.tar.7z

The work is in progress. I am not resolved other problems yet.


PS. Is it possible to attach files to "My Media" on this site?

#9 dankoB

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Posted 06 March 2015 - 04:06 PM

I tried this engine but it doesn't perform correctly like the older version of the AMD Speed Hack. I sought out some help over at the WineHQ forums and someone was kind enough to look it over and re-write the patch for current wine. The changed source files in your download show many more files in the folder than what the patch actually affects. I'm currently compiling Wine now and will report back if this will work as an effective 1.7.37 AMD Speed Hack engine.

I've never tried uploading files directly to our server but I'm sure there is likely a size restriction on it.

#10 Slice

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Posted 10 March 2015 - 08:24 PM

Some progress here.
With engines 1.7.36+ I can run 3DMark05.
With my patches I can run Heroes VI up to main menu with 3D animation. But loading game crashes. I have to remind that with engines 1.7.3+ the game crashed before the menu, as well as with CX14 engine.
3DMark05 doesn't work with CX14 as well. While 3DMark2001 works fine and show much better results with shader tests. 8 times faster! Something in CX engine better then in official 1.7.x engine. Just hard to compare.

Now think again. Why 3DMark05 works fine and Heroes VI crashes? Probably 3Dmark05 uses Directx9 while HMM uses DX11.
It may explain why the game works with old engine that didn't support DX11.

Is there anybody interested in my investigations?

#11 Slice

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Posted 11 March 2015 - 08:04 PM

Some news.
I successfully run 3DMark05 and it works with 1.7.38 without issues. This is a test on DX9.
Then I set dx10_capable return FALSE. 3DMark  works. OK.
Heroes VI said that this videocard is wrong and finish. So YES. This is why the game crashes while 3DMark no. The crash appears to be related to DX10 or DX11.

Next I made Civilization V working with engine 1.7.2 - 1.7.18. But 1.7.36 show me messed screen. See bug report https://bugs.winehq....ug.cgi?id=38216
Same regression as Heroes VI works with 1.7.2 and crash with 1.7.36.

And one more observation.
I started to apply CX14 fixes to 1.7.38 engine and got regression as black water. Wow! This is the bug#3 or #4 that I searched. And now I know what is changed to do this.

#12 Slice

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Posted 19 March 2015 - 05:08 AM

Bug#4 - white water has a significant step over.
I created engine something between 1.7.2 and 1.7.3. There is a sparkle water as never before! Also with bugs but there is.
Engine 1.7.3 crashes.
If I found a reason for that crash then I expected to see a water in the game.
Are these bugs related?

#13 Slice

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Posted 23 March 2015 - 09:21 PM

Bug #2 resolved.
Stefan Dösinger proposed a hack to avoid init volumes for unsupported formats DXTn
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1359,6 +1359,13 @@ static HRESULT volumetexture_init(struct wined3d_texture *texture, const struct
		 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
		 return WINED3DERR_INVALIDCALL;
	 }
+	if (desc->format == WINED3DFMT_DXT1 || desc->format == WINED3DFMT_DXT2 ||
+			desc->format == WINED3DFMT_DXT3 || desc->format == WINED3DFMT_DXT4 ||
+			desc->format == WINED3DFMT_DXT5)
+	{
+		FIXME("create dxt5 texture.\n");
+		return WINED3DERR_INVALIDCALL;
+	}

	 /* Calculate levels for mip mapping. */
	 if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
--
With this patch engines 1.7.x no more crash and I can work on next bugs elimination.

#14 dankoB

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Posted 26 March 2015 - 06:38 PM

So new info on the CXWine version of the AMDSpeedHack...CrossOver has written it into their source! Download the CX14.1.0 engine below and place it in the correct directory. Open Wineskin and use the Registry Editor available on the Advanced tab (or edit user.reg manually with XCode) to add the following registry key under HKCU\Software\Wine\Direct3D

fixed_vs_constants_limit


Use the same value as you would for VertexShaderConstants

WS9WineCX14.1.0

#15 Slice

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Posted 26 March 2015 - 07:11 PM

View PostDankoB, on 06 March 2015 - 04:06 PM, said:

I tried this engine but it doesn't perform correctly like the older version of the AMD Speed Hack.
I understand what you mean. It is a new order of function calls so why old SpeedHack is not working for new engines.
I made new one and got the result. 3DMark2001SE with Geforce 7300LE also requires the SpeedHack
Wine1.7.39 <-> CX14.1.0<->1.7.39S31
Game2 Low details 30.8 <-> 28.1 <-> 41.4
High details 28.2 <-> 16.8 <-> 28.2
Vertex shaders 8.3 <-> 19.8 <-> 29.9
Advanced Pixel Shaders 4.8 <-> 37.2 <-> 39.2


#16 Slice

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Posted 30 March 2015 - 08:35 PM

My new engine

Included patches:
1. SpeedHack for systems <10.8. Proved for Nvidia 7300 and AMD Radeon HD6670. Affected HeroesVI and 3DMark2001SE.
2. Recognition of Amd Radeon Turks. Affected Civilization V.
3. Hack, preventing Heroes VI to crash as before.
4. Fixed black textures in Unigine Heaven.
5. Reduced spam in logs.
These hack also affected other games, I just not tested.

Inform me, please, if you find a bug.

EDITED. This engine compiled in Xcode6 is not working in 10.7. Will create new one.

#17 Slice

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Posted 31 March 2015 - 01:40 PM

The same patches but compiled under 10.7 works here.


#18 NRG

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Posted 31 March 2015 - 10:14 PM

View PostSlice, on 30 March 2015 - 08:35 PM, said:

My new engine
https://dl.dropboxus...b625-37c.tar.7z
Included patches:
1. SpeedHack for systems <10.8. Proved for Nvidia 7300 and AMD Radeon HD6670. Affected HeroesVI and 3DMark2001SE.
2. Recognition of Amd Radeon Turks. Affected Civilization V.
3. Hack, preventing Heroes VI to crash as before.
4. Fixed black textures in Unigine Heaven.
5. Reduced spam in logs.
These hack also affected other games, I just not tested.

Inform me, please, if you find a bug.

EDITED. This engine compiled in Xcode6 is not working in 10.7. Will create new one.

it works for me on 10.10.2 with PTE patch.exe and PES2015.exe




View PostSlice, on 31 March 2015 - 01:40 PM, said:

The same patches but compiled under 10.7 works here.
https://dl.dropboxus...b625-40c.tar.7z

don't works with pta patch.exe but works launching the game directly by Pes2015.exe (but very very bad performances respect other engines on my nvidia 9800m GTS 1024Mb)

Spoiler


#19 dankoB

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Posted 31 March 2015 - 10:17 PM

View PostSlice, on 31 March 2015 - 01:40 PM, said:

The same patches but compiled under 10.7 works here.
https://dl.dropboxus...b625-40c.tar.7z

What patch set are you using for this again?

#20 Slice

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Posted 01 April 2015 - 09:21 AM

View PostDankoB, on 31 March 2015 - 10:17 PM, said:

What patch set are you using for this again?
Same patches.
I am studying different compilation ways now.

#21 dankoB

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Posted 01 April 2015 - 09:44 AM

So this one?

Spoiler

This is a rewritten version of the patch that was originally written for the Wine version that was current when the ATi Thread was started a couple years ago.


#22 Slice

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Posted 01 April 2015 - 10:05 AM

Yes, this is known to me SpeedHack.
I make it differently using autodetect if it needed as CrossOver do.

#23 dankoB

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Posted 01 April 2015 - 10:35 AM

OlivierFrdierick, a developer at WineHQ re-wrote the previous patch I posted formerly. This patch was also re-written by him to be applied to CX14.1.0 source. It applies correctly but would not build. This is what he told me when I inquired about it.

Quote

It seems that the ATiShaderPatch file is not needed for CrossOver.
CrossOver has its own implementation of the patch.
It is enabled by adding a string value named fixed_vs_constants_limit to the registry key HKCU\Software\Wine\Direct3D. That value is the number of shaders and replaces VertexShaderConstants of the ATiShaderPatch.

here's what he re-wrote for CX

Spoiler


#24 Slice

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Posted 01 April 2015 - 06:49 PM

I know sources of CX14.1.0. The patch works and give me correct performance.
But it can't be applied to WineHQ current revision because it will affect too late resulting crash. I tracked the issue and see that a vertex array created for 256 entries but filled by 1024 entries erasing other datas. Initial value of vs_constants=1024. Corrected=256. This is a problem.
So I found better way to do this and I also implement autodetect from CX14 sources.
This is my new engine
https://dl.dropboxus...b12c-46c.tar.7z
this is the patch
https://dl.dropboxus...ther/full2.diff
some patches here has no sense they are reserved for future or left from my tests.

EDITED
Same engine compiled by gcc-4.2.1 with SDK10.6
https://dl.dropboxus...b12c-47g.tar.7z

#25 Slice

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Posted 21 April 2015 - 08:40 AM

Bugs #3, #4 registered on Bugzilla with bugs 37705, 37819, 38274. No ideas from wine developers.
I still have no idea about bug#3 and an idea about #4 that requires a time to check.

#26 Slice

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Posted 01 May 2015 - 06:34 AM

My engine assumes some tricks.
1. After creating new blank wrapper with Wineskin you have to navigate to Wrapper.app/Contents/Frameworks and replace libraries with my versions
https://dl.dropboxus...apperUpdate.zip
2. Open "Set Screen Options" and set "Use Mac Driver Instead Of X11". Almost always required.
3. Open "Config Utility" and Enable/Disable CSMT. Some application will work faster, some may crashes.
CSMT hard using CPU so it will be hotter.
4. Open "Registry Editor" and navigate to "HKEY_CURRENT_USER\Software\Wine\Direct3D"
Create new key UserQuirks as DWORD. Set value 0x0f
Later you may enable/disable some bits to see what is happen.
1 = BLIT_QUIRK
2 = DISABLE_DXTN  - it resolves bug #1
4 = RESERVE_12_UNIFORMS
8 = FIX_TEXCOORD
For pure Wine default is all set. So value = 0x0f

#27 dankoB

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Posted 01 May 2015 - 08:44 PM

Good work Slice...I'm really looking forward to this new multi gpu engine you're working on. The 7dc Staging engine is awesome.

Is it possible to implement libxml2 libraries into these wrapper updates you've been providing us as well? I've been getting some libxml2.2.dylib errors in my logs and haven't figured out how to fix them yet.


#28 Slice

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Posted 05 May 2015 - 10:00 AM

View PostDankoB, on 01 May 2015 - 08:44 PM, said:

Good work Slice...I'm really looking forward to this new multi gpu engine you're working on. The 7dc Staging engine is awesome.

Is it possible to implement libxml2 libraries into these wrapper updates you've been providing us as well? I've been getting some libxml2.2.dylib errors in my logs and haven't figured out how to fix them yet.
OK
https://dl.dropboxus...perUpdate-2.zip
I just don't know why it is different from that you have.
There is another version 32/64bits
https://dl.dropboxus.../Libxml.new.zip
but I am not sure if you need it.

#29 ovvldc

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Posted 05 May 2015 - 01:35 PM

What is the nature of the differences between the libraries that we have to change to use your engines? Would it make sense to work with doh123 to set up a unified build environment for all engines again? I understand that this is tricky because it might break compatibility with older engines.

#30 --------

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Posted 05 May 2015 - 02:57 PM

I hope he can spare sometime for updating wrapper, most of part outdated already. For example xquartz rc release includes xorg 1.17

Edit: Compatibility also should not be main priority specially on OSX, I meant at least 10.6 very outdated release.




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