Wine 5.0 Released
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Wine 5.0 Released
The Wine team is proud to announce that the stable release Wine 5.0 is now available.
This release represents a year of development effort and over 7,400 individual changes. It contains a large number of improvements that are listed in the release notes below. The main highlights are:
- Builtin modules in PE format.
- Multi-monitor support.
- XAudio2 reimplementation.
- Vulkan 1.1 support.This release is dedicated to the memory of Józef Kucia, who passed away in August 2019 at the young age of 30. Józef was a major contributor to Wine's Direct3D implementation, and the lead developer of the vkd3d project. His skills and his kindness are sorely missed by all of us.
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Wine release 5.0
What's new in Wine 5.0 ====================== *** PE modules - Most modules are built in PE format (Portable Executable, the Windows binary format) instead of ELF when the MinGW compiler is available. This helps various copy protection schemes that check that the on-disk and in-memory contents of system modules are identical. - The actual PE binaries are copied into the Wine prefix instead of the fake DLL files. This makes the prefix look more like a real Windows installation, at the cost of some extra disk space. - Modules that have been converted to PE can use standard wide-char C functions, as well as wide-char character constants like L"abc". This makes the code easier to read. - Not all modules have been converted to PE yet; this is an ongoing process that will continue during the Wine 5.x development series. - The Wine C runtime is updated to support linking to MinGW-compiled binaries; it is used by default instead of the MinGW runtime when building DLLs. *** Graphics - Multiple display adapters and monitors are properly supported, including dynamic configuration changes. - The Vulkan driver supports up to version 1.1.126 of the Vulkan spec. - The WindowsCodecs library is able to convert more bitmap formats, including palette-indexed formats. *** Direct3D - Fullscreen Direct3D applications inhibit the screensaver. - DXGI swapchain presents inform the application when the corresponding window is minimized. This typically allows applications to reduce CPU usage while minimized, and is in some cases required to allow the application window to be restored again. - Switching between fullscreen and windowed modes using the standard Alt+Enter combination is implemented for DXGI applications. - The following features are implemented for Direct3D 12 applications: - Switching between fullscreen and windowed. - Changing display modes. - Scaled presents. - Swap intervals. These features were previously already implemented for earlier versions of the Direct3D API. - The handling of various edge cases is improved. Among others: - Out of range reference values for the alpha and stencil tests. - Sampling 2D resources with 3D samplers and vice versa. - Drawing with mapped textures and buffers. - Usage of invalid DirectDraw clipper objects. - Creating Direct3D devices on invalid Windows, like the desktop window. - Viewports with a minimum Z larger than or equal to the maximum Z. - Resources bound through both shader-resource views and render-target or depth-stencil views at the same time. - Blits between formats with and without alpha components. Since well-behaved applications don't rely on these edge cases, they typically only affect one or two applications each. There are nevertheless quite a number of them. - Dirty texture regions are tracked more accurately for Direct3D 8 and 9 texture uploads. - Uploads of S3TC-compressed 3D textures require less address space. 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. - The ID3D11Multithread interface is implemented. - Various lighting calculation fixes and improvements for older DirectDraw applications have been made. - Limited support for blits across swapchains is implemented. - More shader reflection APIs are implemented. - The wined3d CPU blitter can handle compressed source resources. Support for compressed destination resources was already implemented in a previous release.
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Wine 5.0 Released With Big Improvements For Gaming, Countless Application Fixes
Wine 5.0 has been released as stable as the annual timed release of this software for running Windows games and applications on Linux, macOS, and other platforms.
Wine 5.0 is another big step forward in allowing modern Windows applications to run well particularly on Linux and macOS. Thanks to CodeWeavers and funding by Valve for their work on the Wine-based Proton downstream, there are many game fixes that have been incorporated over the past year especially. So Windows games are in better shape plus there is Vulkan 1.1 support, FAudio integration, and countless other improvements.
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The bottle for Wine 5.0 has officially been popped open as it's out now
The day has arrived, the official stable release of Wine 5.0 has arrived bringing thousands of improvements and a bunch of new features.
[...]
Wine 5.0 as a release is also being dedicated to the memory of Józef Kucia, a major contributor to Wine's Direct3D implementation and he lead developer of the vkd3d project who sadly passed away in August 2019.
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