32bit and OpenGL going away next year on MacOS
Posted 05 June 2018 - 02:14 PM
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...
Posted 05 June 2018 - 09:43 PM
Remember that Apple is depreciating OpenGL on iPhone too, so this is a bold move.
Anyway, Codeweavers tweeted that "they are actively working" - regarding 32bit and openGL depreciation.
Whatever that means?
It would be best if they choose direct DX to Metal route which probably is easier and more appropriate for dx12.
There is also a MoltenGL (for now only GL ES2 to Metal).
At least they gave attention to MacOS again
Posted 14 July 2018 - 04:42 PM
This route made the most scene, still not the ideal solution of having a pure Metal driver but it's better then being stuck on OGL.
At least now they can focus on improving Vulkan to D3D and we see the benafits.
Posted 25 February 2019 - 06:57 AM
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