- USING WINE EMULATOR ON MAC REVIEWS DRIVERS
- USING WINE EMULATOR ON MAC REVIEWS DRIVER
- USING WINE EMULATOR ON MAC REVIEWS WINDOWS
USING WINE EMULATOR ON MAC REVIEWS 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.
USING WINE EMULATOR ON MAC REVIEWS 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 Support for compressing textures using S3TC-compression is implemented."UseGLSL" This has been superseded by the "shader_backend" setting above.Deprecated HKEY_CURRENT_USERSoftwareWineDirect3D registry key:.This currently only makes a difference with the default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.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.
The following features are implemented for Direct3D 12 applications: