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32bit and OpenGL going away next year on MacOS


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#1 ovvldc

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Posted 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...

#2 ovvldc

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Posted 05 June 2018 - 08:39 PM

Then again, Mac OpenGL support is quite bad, so maybe good riddance (see https://www.phoronix...ac-vulkan&num=3).

#3 Incredible Hulk

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Posted 05 June 2018 - 09:43 PM

It's only stated that 32-bit support ends with 10.14 Mojave. OpenGL will probably work until 10.16.
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 :)

#4 ovvldc

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Posted 14 July 2018 - 03:13 PM

I guess we have our answer. https://source.wineh...4855ab547f8d5fc winemac: Implement Vulkan driver on top of MoltenVK.

#5 Gcenx

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Posted 14 July 2018 - 04:42 PM

View Postovvldc, on 14 July 2018 - 03:13 PM, said:

I guess we have our answer. https://source.wineh...4855ab547f8d5fc winemac: Implement Vulkan driver on top of MoltenVK.

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.

#6 vskllee

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Posted 25 February 2019 - 06:57 AM

32位应该是不用担心的吧,因为wineskin的包装容器本来就是64位的!只是运行于wineskin包装内的Windows程序是32位的,但毕竟是在64位的包装容器内部的。OpenGL如果不可用,那就麻烦大了,将会有太多的游戏失效!希望出替代方案,或者把Mac的OpenGL单独提取出来做成独立安装包,在安装wine游戏的时候同时安装OpenGL!




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