Wine's Direct3D 11 Implementation Is Getting Furthered Along
Written by Michael Larabel in WINE on 10 September 2015 at 04:38 PM EDT. 12 Comments
With next week's bi-weekly Wine development update will see more Direct3D 11 functions implemented.

Last month with Wine 1.7.50 there was the start of some Direct3D 11 activity while the rate of D3D11 patches for Wine is starting to heat up.

Earlier this year is when CodeWeavers mentioned they're focusing on Direct3D 11 support over the next few months, with CodeWeavers being the primary commercial backer of Wine for their Wine-based, cross-platform CrossOver software.

Those wanting to see the current Direct3D 11 activity for Wine can view this web Git query on the Wine code-base. In the past few days have been implementing a number of Direct3D 11 functions, courtesy of Józef Kucia at CodeWeavers. However, it will still likely be some time before the D3D11 support in Wine is fully-usable for running the D3D11 renderer of modern Windows games under Linux.

Years ago there was the Direct3D 10/11 state tracker for Mesa's Gallium3D that could be used by Wine, but that code was ultimately removed after being unmaintained and suffering bit rot. These days the Gallium3D "Nine" state tracker has a decent user-base even though it requires running a modified version of Wine, but on that front there's been no visible signs of anyone in the community working on a new Direct3D 11 state tracker for Gallium3D. At least for now, most Windows games continue to ship with a Direct3D 9 renderer to complement their preferred Direct3D 10/11 renderer, but with D3D12 now starting to get picked up by Windows games, the number of new Windows game releases with D3D9 support is likely numbered.
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