Wine 11发布, 令人兴奋的大更新

2026-04-11 13:531阅读0评论SEO基础
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Wine 11.0 · wine / wine · GitLab

The Wine team is proud to announce that the stable release Wine 11.0 is now available. This release represents a year of development effort, around 6,300...

仅翻译一些对打游戏有帮助的或者我感兴趣的部分

令人兴奋的更新

WOW64

The new WoW64 mode that was first introduced as experimental feature in Wine 9.0 is considered fully supported, and essentially has feature parity with the old WoW64 mode. 16-bit applications are supported in the new WoW64 mode. It is possible to force an old WoW64 installation to run in new WoW64 mode by setting the variable WINEARCH=wow64. This requires the prefix to have been created as 64-bit (the default). Pure 32-bit prefixes created with WINEARCH=win32 are deprecated, and are not supported in new WoW64 mode. The wine64 loader binary is removed, in favor of a single wine loader that selects the correct mode based on the binary being executed. For binaries that have both 32-bit and 64-bit versions installed, it defaults to 64-bit. The 32-bit version can then be launched with an explicit path, e.g. wine c:\\windows\\syswow64\\notepad.exe.

最初作为实验性功能在Wine 9.0 中引入的新版 WoW64 模式现已获得全面支持,其功能与旧版 WoW64 模式
基本持平。

新版 WoW64 模式支持 16 位应用程序。

通过设置变量 WINEARCH=wow64,可以强制旧版 WoW64 安装在新版 WoW64 模式下运行。这要求前缀必须是作为 64 位创建的(默认设置)。使用 WINEARCH=win32 创建的纯 32 位前缀已被弃用,且在新 WoW64 模式下不被支持。
wine64 加载器二进制文件已被移除,取而代之的是一个单一的 wine 加载器,该加载器会根据要执行的二进制文件自动选择正确的运行模式。对于同时安装了 32 位和 64 位版本的二进制文件,默认使用 64 位版本。此时可通过显式指定路径来启动 32 位版本,

例如:wine c:\windows\syswow64\notepad.exe。


Synchronization / Threading

The NTSync Linux kernel module is used when available, to improve the performance of synchronization primitives. The needed kernel module is shipped with the Linux kernel starting from version 6.14. Thread priority changes are implemented on Linux and macOS. On Linux, this is constrained by the system nice limit, and current distributions require some configuration to change the nice hard limit to a negative value (in the -19,-1 range, where -5 is usually enough, and anything lower is not recommended). See man limits.conf(5) for more information. NTDLL synchronization barriers are implemented. On macOS, the %gs register is swapped in the syscall dispatcher. This avoids conflicts between the Windows TEB and the macOS thread descriptor.

如果可用,将使用 NTSync Linux内核模块来提升同步基元的性能。所需的内核模块从 Linux 内核 6.14 版本开始已随内核一同发布。

在 Linux 和 macOS 上实现了线程优先级的更改。在 Linux 上,此操作受系统 nice 限制的约束,且当前发行版需要进行一些配置才能将 nice 的硬限制更改为负值
(范围在 -19 到 -1 之间,通常 -5 已足够,不建议设置更低的值)。更多信息请参阅 man limits.conf(5)。

已实现 NTDLL 同步屏障。

在 macOS 上,系统调用调度器中会交换 %gs 寄存器。这可避免 Windows TEB 与 macOS 线程描述符之间的冲突。


Kernel

NT Reparse Points are implemented, with support for the mount point and symlink types of reparse points. Write Watches take advantage of userfaultfd on Linux if available, to avoid the cost of handling page faults in user space. NT system calls use the same syscall numbering as recent Windows, to support applications that hardcode syscall numbers. On ARM64, there is support for simulating a 4K page size on top of larger host pages (typically 16K or 64K). This works for simple applications, but because it is not possible to completely hide the differences, more demanding applications may not work correctly. Using a 4K-page kernel is strongly recommended.

已实现 NT 重解析点,支持挂载点和符号链接类型的重解析点。

写观察(Write Watches)在 Linux 系统中若可用,将利用 userfaultfd 机制,
以避免在用户空间处理页面故障所产生的开销。

NT 系统调用采用与近期 Windows 版本相同的系统调用编号,以支持那些硬编码了系统调用编号的应用程序。

在 ARM64 架构上,支持在更大的主机页面(通常为 16K 或 64K)之上模拟 4K 页面大小。此方法适用于简单应用程序,但由于无法完全隐藏差异,要求更高的应用程序可能无法正常运行。强烈建议使用 4K 页面内核。


Graphics

The OSMesa dependency is removed, and OpenGL bitmap rendering is implemented with the hardware accelerated OpenGL runtime. The EGL OpenGL backend is extended, and used by default on the X11 platform. The GLX backend is deprecated but remains available, and is used as fallback if EGL isn't available. It can also be forced by setting the value UseEGL=N in the HKCU\Software\Wine\X11 Driver registry key. The VK_KHR_external_memory_win32, VK_KHR_external_semaphore_win32, VK_KHR_external_fence_win32, VK_KHR_win32_keyed_mutex extensions and the related D3DKMT APIs are implemented. In new WoW64 mode, OpenGL buffers are mapped to 32-bit memory space using Vulkan extensions if available. Front buffer OpenGL rendering is emulated for platforms that don't support it natively. OpenGL context sharing implementation in wglShareLists is improved. The Vulkan API version 1.4.335 is supported. Image metadata handling is better supported in WindowsCodecs. Many more conversions between various pixel formats are supported in WindowsCodecs.

已移除对 OSMesa 的依赖,并使用硬件加速的 OpenGL 运行时,实现了 OpenGL 位图渲染。

已扩展 EGL OpenGL 后端,并在 X11平台上默认使用该后端。GLX 后端已被废弃但仍可使用,并在 EGL 不可用时作为备用方案。也可通过在注册表键 HKCU\Software\Wine\X11 Driver 中将 UseEGL 值设为 N 来强制使用它。

已实现 VK_KHR_external_memory_win32、VK_KHR_external_semaphore_win32、
VK_KHR_external_fence_win32、VK_KHR_win32_keyed_mutex 扩展以及相关的 D3DKMT API 已实现。

在新的 WoW64 模式下,如果可用,将使用 Vulkan 扩展将 OpenGL 缓冲区映射到 32 位内存空间。

对于不原生支持前缓冲区 OpenGL 渲染的平台,已模拟该功能。

wglShareLists 中 OpenGL 上下文共享的实现已得到改进。

支持 Vulkan API 版本 1.4.335。

WindowsCodecs 中对图像元数据的处理支持得到增强。

WindowsCodecs 支持更多不同像素格式之间的转换。


Desktop integration

X11 Window Manager integration is improved: window activation requests are sent to the Window Manager, and the EWMH protocol is used to keep the X11 and the Win32 active windows consistent. Exclusive fullscreen mode is supported, and D3D fullscreen mode is improved, especially improving older DDraw games. Shaped and color-keyed windows are supported in the experimental Wayland driver. Performance of several windowing-related functions is improved, using shared memory for communication between processes. Clipboard support is implemented in the Wayland driver. Input Methods are supported in the Wayland driver.

改进了与 X11 窗口管理器的集成:窗口激活请求将发送至窗口管理器,并采用 EWMH 协议来保持 X11 和 Win32 活动窗口的一致性。

支持独占全屏模式,并改进了 D3D 全屏模式,特别是针对较旧的 DDraw 游戏进行了优化。

实验性的 Wayland驱动程序支持异形窗口和颜色键控窗口。

通过使用共享内存进行进程间通信,提升了若干窗口相关功能的性能。

Wayland 驱动程序已实现剪贴板支持。

Wayland 驱动程序支持输入法。


Direct3D

Hardware decoding of H.264 video through Direct3D 11 video APIs is implemented over Vulkan Video. Note that the Vulkan renderer must be used. As in previous Wine versions, the Vulkan renderer can be used by setting renderer to vulkan using the Direct3D registry key or WINE_D3D_CONFIG environment variable. Direct3D 11 sampler minimum/maximum reduction filtering is implemented if GL_ARB_texture_filter_minmax is available (when using the GL renderer) or VK_EXT_sampler_filter_minmax (when using the Vulkan renderer). The following legacy Direct3D features are implemented for the Vulkan renderer: Point size control. Point sprite control. Vertex blending. Fixed-function bump mapping. Color keying in draws. Flat shading. Alpha test. User clip planes. Several resource formats. Additionally, the bundled copy of vkd3d-shader includes many improvements for Shader Model 1, 2, and 3 shaders, including notably support for Shader Model 1 pixel shaders and basic Shader Model 1 texturing. The Vulkan renderer is not yet at parity with the GL renderer, and is therefore not yet the default.

通过 Direct3D 11 视频 API 对 H.264 视频进行硬件解码的功能是通过 Vulkan Video 实现的。请注意,必须使用 Vulkan 渲染器。与之前的 Wine 版本一样,可以通过在 Direct3D 注册表项中将renderer 设置为 vulkan,或通过WINE_D3D_CONFIG 环境变量来使用 Vulkan 渲染器。

若支持 GL_ARB_texture_filter_minmax(使用 GL 渲染器时)或 VK_EXT_sampler_filter_minmax(使用 Vulkan 渲染器时),则会实现 Direct3D 11 采样器的最小/最大缩减滤波。

针对 Vulkan渲染器,已实现以下传统 Direct3D 功能:
点大小控制。
点精灵控制。
顶点混合。
固定功能法线贴图。
绘制中的颜色键控。
平面着色。
Alpha 测试。
用户剪裁平面。
多种资源格式。

此外,随附的 vkd3d-shader 版本针对 Shader Model 1、2 和 3 着色器进行了多项改进,其中最值得注意的是对 Shader Model 1 像素着色器以及基础 Shader Model 1 纹理映射的支持。Vulkan 渲染器目前尚未与 GL 渲染器功能对等,因此尚未设为默认选项。


Direct3D helper libraries

D3DXSaveSurfaceToFileInMemory is reimplemented for PNG, JPEG and BMP files, enabling support for formats and other edge cases not supported by WindowsCodecs. It also supports saving surfaces to TARGA files. D3DX 11 texture loading functions are implemented, using code shared with earlier D3DX versions. Box filtering is supported in all versions. D3DXSaveTextureToFileInMemory supports saving textures to DDS files. D3DX 9 supports reading 1-bit, 2-bit, and 4-bit indexed pixel formats, as well as the CxV8U8 format. D3DX 10 and 11 support compressing and decompressing BC4 and BC5 formats. D3DX 10 and 11 support generating mipmap levels while loading textures. ID3DXEffect::SetRawValue() is partially implemented. ID3DXSkinInfo::UpdateSkinnedMesh() is implemented.

已针对 PNG、JPEG 和 BMP 文件重新实现了 D3DXSaveSurfaceToFileInMemory 函数,从而支持 WindowsCodecs 未支持的格式及其他特殊情况。该函数还支持将表面保存为 TARGA 文件。

已实现 D3DX 11 纹理加载函数,并复用了早期 D3DX 版本的代码。

所有版本均支持盒式滤波。

D3DXSaveTextureToFileInMemory 支持将纹理保存为 DDS 文件。

D3DX 9 支持读取 1 位、2 位和 4 位索引像素格式,以及 CxV8U8 格式。

D3DX 10 和 11 支持 BC4 和 BC5 格式的压缩与解压缩。

D3DX 10 和 11 支持在加载纹理时生成 Mipmap 级别。

ID3DXEffect::SetRawValue() 已部分实现。

ID3DXSkinInfo::UpdateSkinnedMesh() 已实现。


Input / HID devices

Compatibility with more Joystick devices is improved through the hidraw backend. Per-vendor and per-device registry options are available to selectively opt into the hidraw backend. Force feedback support is improved, with increased compatibility for joysticks and driving wheels, and better performance. Better support for gamepads in the Windows.Gaming.Input API and with the evdev backend when SDL is not available or disabled. There is a configuration tab for the Windows.Gaming.Input API in the Game Controllers Control Panel applet. DirectInput compatibility with older games that use action maps and device semantics is improved. More device enumeration APIs from Windows.Devices.Enumeration and cfgmgr32 are implemented.

通过 hidraw 后端,提升了与更多摇杆设备的兼容性。提供了按厂商和按设备设置的注册表选项,以便有选择地启用 hidraw 后端。

增强了力反馈支持,提高了摇杆和方向盘的兼容性,并提升了性能。

在 Windows.Gaming.Input API 中以及当 SDL 不可用或被禁用时,通过 evdev 后端对游戏手柄提供了更好的支持。

“游戏控制器”控制面板小程序中新增了 Windows.Gaming.Input API 的配置选项卡。

针对使用动作映射和设备语义的旧版游戏,DirectInput 的兼容性已得到提升。


Bluetooth

The Bluetooth driver supports scanning and configuring host device discoverability, with some basic support for pairing via both the API and a wizard. At this point, this is only supported on Linux systems using BlueZ. Bluetooth radios and devices (both classic and low-energy) are visible to Windows applications. Applications can make low-level RFCOMM connections to remote devices using winsock APIs. There is initial support for Bluetooth Low Energy (BLE) Generic Attribute Profile (GATT) services and characteristics, making them visible through the Win32 BLE APIs.

该蓝牙驱动程序支持扫描和配置主机设备的可发现性,并通过 API 和向导提供基本的配对支持。目前,此功能仅支持在使用 BlueZ 的 Linux 系统上运行。

Windows 应用程序可以检测到蓝牙无线电和设备(包括经典蓝牙和低功耗蓝牙)。

应用程序可以使用 winsock API 与远程设备建立低级 RFCOMM 连接。

已初步支持蓝牙低功耗(BLE)通用属性配置文件(GATT)的服务和特征,可通过 Win32 BLE API 访问。


Multimedia

The Multimedia Streaming library implements a custom allocator for DirectDraw streams, reducing the number of buffer copies required for filters which support a downstream custom allocator. Dynamic format change is supported in the DMO Wrapper, AVI Decoder, and GStreamer-based demuxer and transform filters. GStreamer-based demuxer filters support the Indeo 5.0 codec. The DirectSound Renderer filter more properly signals end-of-stream. Previously end-of-stream could be signaled too early, clipping the end of an audio stream. The ASF Reader filter supports seeking. The AVI Decoder filter supports nontrivial source and destination rectangles.

多媒体流媒体库为DirectDraw 流实现了自定义分配器,从而减少了支持下游自定义分配器的滤波器所需的缓冲区复制次数。

DMO 封装器、AVI 解码器以及基于 GStreamer 的解复用器和转换滤波器均支持动态格式切换。

基于 GStreamer 的解复用器滤波器支持 Indeo 5.0 编解码器。

DirectSound 渲染器滤波器能更准确地发出流结束信号。

此前流结束信号可能发出过早,导致音频流末尾被截断。

ASF 读取器滤波器支持定位功能。

AVI 解码器滤波器支持非标准源和目标矩形区域。

总结

看不懂可以看GPT的评价
image1408×643 23.8 KB

网友解答:
--【壹】--:

新创电脑是什么,佬友想说的是信创吧
如果不是x86 ISA的机子那很难说,只负责把Windows API转成Linux API不负责转换指令翻译


--【贰】--:

这真是一个令人兴奋的好消息


--【叁】--:

对信创,x86


--【肆】--:

是不是利好 mac 用 crossover 玩游戏


--【伍】--:

看成win11发布重大更新了


--【陆】--:

而我,也是…


--【柒】--:

真正想玩还是去用Windows Linux 玩不了就是玩不了 只要游戏的反作弊不支持 弄出花来 也是玩不了


--【捌】--:

wine的话大部分软件都可以


--【玖】--:

就想知道能让新创电脑跑Windows软件不


--【拾】--:

看你个win11了救命


--【拾壹】--:

太长了。。。。。


--【拾贰】--:

反作弊还是没办法


--【拾叁】--:

是好的欸


--【拾肆】--:

你不是一个人,我也是。


--【拾伍】--:

哎,玩gta online的时候遇到了


--【拾陆】--:

还真是


--【拾柒】--:

me,too


--【拾捌】--:

因为更新多


--【拾玖】--:

我也是,哈哈。

不过这个wine 11有看过,不过现在没需求用,在用着windows 11