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Wine 3.6 Brings A GLSL-Based Blitter, HiDPI Work

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  • phoronix
    started a topic Wine 3.6 Brings A GLSL-Based Blitter, HiDPI Work

    Wine 3.6 Brings A GLSL-Based Blitter, HiDPI Work

    Phoronix: Wine 3.6 Brings A GLSL-Based Blitter, HiDPI Work

    Wine 3.6 is now the latest bi-weekly test release for what will eventually become Wine 4.0 stable around the start of 2019...

    http://www.phoronix.com/scan.php?pag...e-3.6-Released

  • ruthan
    replied
    Where i can check Wine for Android progress? Because where almost nothing is working, so generic Wine changelog is not usefull..

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  • marek
    replied
    Originally posted by RemcoL View Post

    If I had to guess it would be because glBlitFramebuffer is OpenGL 4 while they need to take Macs into account that only do 3.3. It would be good to use glBlitFramebuffer when available of course.
    glBlitFramebuffer is OpenGL 3.0, and ARB_framebuffer_object (also exposing glBlitFramebuffer) is available on GL 2.x and 1.x Mesa drivers.

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  • RemcoL
    replied
    Originally posted by marek View Post
    What does the GLSL blitter have that glBlitFramebuffer doesn't?
    If I had to guess it would be because glBlitFramebuffer is OpenGL 4 while they need to take Macs into account that only do 3.3. It would be good to use glBlitFramebuffer when available of course.

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  • Hi-Angel
    replied
    Originally posted by marek View Post
    What does the GLSL blitter have that glBlitFramebuffer doesn't?
    What a nice question! The patchset have neither cover-letter, nor explanation, nor even a r-b — but somehow got committed.

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  • marek
    replied
    What does the GLSL blitter have that glBlitFramebuffer doesn't?

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  • pinguinpc
    replied
    In this wine version 1d textures are supported, various games stay affected



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