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Wine 11.3 is here bringing more compatibility fixes for running Windows apps and games on Linux systems.

New in this Wine 11.3 release:

  • Mono engine updated to version 11.0.0
  • Bundled vkd3d upgraded to version 1.19.
  • Improved FIR filter in DirectSound.
  • More optimizations in PDB loading.
  • Light theme renamed to Aero for compatibility.
  • Various bug fixes.

Bug fixes include issues solved for the likes of War Thunder, Among Us, Bad North Jotunn Edition, Guild Wars 2 and many many more.

For Wine Mono 11.0.0 that's included the changes are:

And for vkd3d 1.19:

libvkd3d

  • Barriers are inserted as required between render passes targeting the same images. Typical desktop GPUs tend to not care much about these, but this is important for correctness on tile-based renderers.

  • The ‘minimum’ and ‘maximum’ texture filtering reduction modes are supported.

libvkd3d-shader

  • Much improved handling of clip and cull distance shader input/output arrays for SPIR-V targets. Direct3D source formats represent clip and cull distances as 2 4-component registers, while SPIR-V represents them as scalar arrays. The previous code for mapping between these conventions was unfortunately relatively fragile and unable to handle a number of cases.

  • Several new features and improvements for the HLSL source type:

    • Effects (FX) target profiles can output embedded shader blobs. These are created by the CompileShader() and ConstructGSWithSO() intrinsic functions.
    • Statically initialised variables are considered to be static expressions. For example, ‘int count = 4; float4 array[count];’ is now accepted as valid by the compiler.
    • Store operations to ‘RWStructuredBuffer’ resources.
    • Load operations from structured thread group shared memory.
    • Copy operations involving structured resources.
    • Casts of floating-point constants to Boolean values now correctly fold any non-zero value to ‘true’. Previously ‘(bool)0.25f’ for example would get constant folded to ‘false’.
    • The ‘static’ storage-class specifier is allowed on functions.
    • The ‘Buffer’, ‘StructuredBuffer’, and ‘ByteAddressBuffer’ types are supported in effects (FX) target profiles.
  • The following legacy Direct3D byte-code instructions are implemented:

    • dp2add
    • loop/endloop
    • lrp
    • nrm
    • pow
    • rep/endrep
  • When the VKD3D_SHADER_DUMP_PATH environment variable is used to dump input and output shaders, compilation messages like errors and warnings produced by the compiler will be dumped as well.

  • New interfaces:

    • The VKD3D_SHADER_PARAMETER_NAME_PROJECTED_TEXTURE_MASK shader parameter specifies which textures in a shader model 1.0-1.3 pixel shader should be considered to be projected textures.

build

  • New environment variables:
    • VKD3D_TEST_WRAPPER can be used to wrap test execution.
Article taken from GamingOnLinux.com.
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3 comments

mrdeathjr 3 hours ago
This wine version in my case work ok with some olds pc titles like:

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😀
legluondunet 2 hours ago
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@ID:1059;mrdeathjr
Hello, I tried to play Spider-man 2000, only one big issue: game crahes or loose keyboard + mouse after Alt-Tab, can you reproduce with this recent Wine release?
mrdeathjr 53 minutes ago
Quoting: legluondunet@ID:1059;mrdeathjr
Hello, I tried to play Spider-man 2000, only one big issue: game crahes or loose keyboard + mouse after Alt-Tab, can you reproduce with this recent Wine release?
in my case alt+tab work in menus, cinematics and on game

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however i use virtual desktop with mesa 26.1-dev

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