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Wine staging 1.9.6 adds Vulkan support and disables CSMT

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Looks like Vulkan support is coming to a Wine development version near you soon, as the latest Wine Staging 1.9.6 build has a conforment Vulkan implementation. It also disables CSMT as it's becoming incompatible.

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QuoteAlthough this is the first beta version, we are happy to say that this version already passes all (~80300) Khronos Vulkan conformance tests (32 + 64 bit) when using a compliant driver on the host system. We also tested the windows version of the game "The Talos Principle" and various samples from the LunarG SDK and so far, we aren't aware of any bugs.


As for CSMT:
QuoteVarious design goals have been changed during the upstreaming process and we are currently not aware of any fully functional patchset, which provides all CSMT features. So far the multithreading part, which contains the actual performance improvement, is not upstream yet and the remaining patches are geting more and more incompatible. Working around all those problem (which we did in the last releases) is not possible in the long term, and we therefore decided to disable CSMT support in this release.

Hopefully a developer will pick it up back up.

Impressive work as always from the Wine developers. Whatever you think about Wine, you have to admit it's technically quite brilliant, and great for games that will never come to Linux (or for those series you just can't live without).

See their full post on it here. Article taken from GamingOnLinux.com.
Tags: Wine
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Kallestofeles 22 March 2016 at 12:55 pm UTC
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Splendid. This is something I'll probably spend a lot of time testing out in the future.
edo 22 March 2016 at 1:10 pm UTC
no future support for CSMT its definitely bad news, that sucks
omer666 22 March 2016 at 1:18 pm UTC
edono future support for CSMT its definitely bad news, that sucks
You must have misunderstood what is actually happening.

Wine Staging is not an official build and integrates patches that the official version doesn't include yet. That's how they got to integrate CSMT in the first place.

The CSMT patch used with Staging is becoming incompatible because CSMT is in the process of being included upstream. So actually, as soon as upstream Wine finishes working on CSMT, you will get it back and enabled by default.
wintermute 22 March 2016 at 3:15 pm UTC
omer666Wine Staging is not an official build

wine-stagingWine Staging is now an official part of WineHQ, like the development and stable versions of Wine.

https://www.wine-staging.com/news/2015-09-25-winehq-integration.html
Pecisk 22 March 2016 at 3:27 pm UTC
wintermute
omer666Wine Staging is not an official build

wine-stagingWine Staging is now an official part of WineHQ, like the development and stable versions of Wine.

https://www.wine-staging.com/news/2015-09-25-winehq-integration.html

It is still not 'main' branch which I think @omer666 wanted to point out.
Feist 22 March 2016 at 3:51 pm UTC
"Whatever you think about Wine, you have to admit it's technically quite brilliant, and great for games that will never come to Linux"

Personally, I wish that more games would "come to Linux" because of Wine. There are already a number of titles on steam that have released a linux version that is "running on wine", instead of being a true port. I don't see why all the developers who say things like like: "-Sorry guys, but due to troublesome middleware and yada-yada there will be no Linux-version!" couldn't try a wine-dependent release instead.

It's at least better than no release for linux at all...or?


Last edited by Feist on 22 March 2016 at 3:52 pm UTC
rkfg 22 March 2016 at 4:14 pm UTC
I suspect that CSMT isn't just needed anymore. Vulkan was created for modern hardware, multicore CPUs, several GPUs (SLI/Crossfire) and such. CSMT allows to utilize this power but is still stuck on single-threaded OpenGL. Now with Vulkan you may achieve the best from the both worlds without the OpenGL overhead. Moreover, I expect this to have better performance! It's because Wine won't anymore translate one abstracted API (D3D9/10/11) to another abstracted API (OpenGL) which is then translated to GPU commands but instead D3D goes directly to GPU through a lightweight Vulkan layer. And I heard many times that engines supporting Vulkan have to implement some of the logic the driver currently has for OpenGL. Wine will basically reimplement D3D at the lowest level like Microsoft itself did.

So... if it goes well, we may expect native performance compared to Windows. And if/then D3D12 is implemented it should be even more close. From what I heard it's very close, like one-to-one, to Vulkan actually in terms of logic.

EDIT: uh, I misunderstood the point of the patch. Actually, it brings Vulkan API to Wine without any changes to the translation layer. It's mentioned in this bug that there's no point in implementing it, unfortunately. I still think it will give a significant boost to FPS if done properly but who knows how big effort it requires.


Last edited by rkfg on 22 March 2016 at 4:28 pm UTC
stan 22 March 2016 at 4:53 pm UTC
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omer666The CSMT patch used with Staging is becoming incompatible because CSMT is in the process of being included upstream. So actually, as soon as upstream Wine finishes working on CSMT, you will get it back and enabled by default.
Oh, indeed, it wasn’t clear from both articles I read about this but the original announcement says:
QuoteWe are aware that a big group of people uses Wine Staging because of the CSMT (commandstream multithreading) patchset, and we are glad to see that there is again (slow, but steady) progress to include this feature in the development version of Wine. The whole process also has a downside though. Various design goals have been changed during the upstreaming process and we are currently not aware of any fully functional patchset, which provides all CSMT features. So far the multithreading part, which contains the actual performance improvement, is not upstream yet and the remaining patches are geting more and more incompatible. Working around all those problem (which we did in the last releases) is not possible in the long term, and we therefore decided to disable CSMT support in this release. If you depend on this feature, you should not update to Wine Staging 1.9.6. The feature might be available in future versions again, so don't forget to check the release notes.
mrdeathjr 22 March 2016 at 5:07 pm UTC
omer666
edono future support for CSMT its definitely bad news, that sucks
You must have misunderstood what is actually happening.

Wine Staging is not an official build and integrates patches that the official version doesn't include yet. That's how they got to integrate CSMT in the first place.

The CSMT patch used with Staging is becoming incompatible because CSMT is in the process of being included upstream. So actually, as soon as upstream Wine finishes working on CSMT, you will get it back and enabled by default.

Exactly stefan dosinger CSMT stay changing because wine stay changing so much for example them stay working now on preshader feature of paul gofman, c++ 2012, quartz work, xinput work, some work related buffer management and others

If any want more know can read this

https://www.winehq.org/pipermail/wine-devel/

In this appears many things in work progress

Stefan dosinger stay add more csmt code in wine 1.9.5, once CSMT stay on master branch must be appear on staging without problem




Last edited by mrdeathjr on 22 March 2016 at 5:11 pm UTC
Leerdeck 22 March 2016 at 5:58 pm UTC
Isn't CSMT also included in CrossOver by default? So I don't think people have to worry that CSMT will be abandoned in the future ;)
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