New versions of Wine 4.18 and Wine Staging 4.18

Available experimental release of open implementation of Win32 API - Wine 4.18. Since the release of the version 4.17 38 bug reports were closed and 305 changes were made.

The most important changes:

  • Many new VBScript functions have been added (for example, error handlers, Hour, Day, Month functions, etc.);
  • Cleaned and extended the functionality of quartz.dll;
  • Added exception handling to ntdll and implemented RtlSetSearchPathMode and RtlGetSearchPath() functions;
  • Functions added to wind3d: wined3d_stateblock_set_render_state(), wined3d_stateblock_set_blend_factor(),
    wined3d_stateblock_set_vs_consts_*(), wined3d_stateblock_set_vertex_shader(), wined3d_stateblock_set_vertex_declaration(), wined3d_stateblock_set_pixel_shader(), wined3d_stateblock_set_ps_consts_f();

  • Closed bug reports related to games and apps Lego Island 2, Space Rangers 2, Memento Mori, fr-043, Lego Stunt Rally, Castlevania: Lords of Shadow 2, Broken Sword: The Angel of Death, The Witcher 2: Assassins of Kings, Age of Empires, Grandia II Anniversary Edition, Castlevania: Lords of Shadow 2, Halo 2, Wolf RPG Editor, Logos Bible Softare, Atmel Studio 7, Transcendence, Art of Murder, Need for Speed: Carbon, Blur.

Also took place project release Wine Staging 4.18, which develops extended builds of Wine, including patches that are not fully ready or risky, not yet suitable for acceptance into the main Wine branch. Compared to Wine, Wine Staging provides 850 additional patches.

The new release of Wine Staging has been synchronized with the Wine 4.18 codebase. The d3dx9_36 patch has been moved to the main Wine package, which provides alignment of texture dimensions to the block size when texture compression is used in D3DXCheckTextureRequirements. Added stub InternalGetWindowIcon to user32. Updated patches eventfd_synchronization, winded3d-zero-inf-shaders ΠΈ dinput-joy-mappings.

In addition, it can be noted ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ layers DXVK 1.4.3 with DXGI, Direct3D 10 and Direct3D 11 implementations on top of the Vulkan API. The new release introduces a new file format with a state cache that can significantly reduce the size of these files (when upgrading from older releases, the cache format will be converted automatically). Work has been done to reduce the load on the CPU in games with a large number of different shaders. Problems with unordered multi-threaded graphics shader writing using UAV (unordered access view) have been resolved.

Source: opennet.ru

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