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issue commentdanoon2/Boxedwine

Graphics are upside down in linux 64-bit build

I guess this is the issue with testing so many platforms at once, I left a change on one computer and it didn't make it to git. At first this issue confused me because I did a lot of testing on Linux with this.

Everything should be working now.

aqrit

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James Bryant

commit sha 6d285d5ddf568f4448fef8dc01dbc4cba9d9f13a

Fixed an issue with the Linux x64 where the screen would display upside down.

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James Bryant

commit sha f8a3521ba559e7ebb1691d59bd9c941b0834b591

Merge branch 'release/v21.0'

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James Bryant

commit sha 6d285d5ddf568f4448fef8dc01dbc4cba9d9f13a

Fixed an issue with the Linux x64 where the screen would display upside down.

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James Bryant

commit sha e7e5a363c145e23a3c1b6a2d717b7c59750c8aaa

Vulkan: more work on marshalling, now can support pNext structure extensions. Calling a vulkane Instrance function now works. Wine gets pretty far, but I'm using Wine 6 and they changed how GPU/Monitors are configured, so I will need to figure out how to create the correct registry entries so that OpenGL and Vulkan can start on Wine 6.

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James Bryant

commit sha bec9c05402744da727de0c11a641fe541983e1cf

Boxedwine OpenGL ES will now build with NO_INIT_CONSTRUCTOR flags for gl4es, this will prevent the initialize_gl4es function from running before main. Now I will call initialize_gl4es after the game/app creates the context so that gl4es can query the hardware during its init function.

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issue commentdanoon2/Boxedwine

Does running Linux apps possible?

In the early years of Boxedwine, it ran ran unmodified Wine, so a lot of the Linux stuff worked, including things like framebuffer (/dev/fb), XOrg, perl and dkpg. But now Boxedwine talks to the host via a custom driver in Wine, a replacement for winex11.drv

It's been a couple of years since I tried to run just Linux apps, so /dev/fb might not work anymore even though it is still included in the code. I would expect stuff like "ls", "gawk", "sed" to still work. nano never worked because I didn't implement terminal support in the emulated kernel. Currently you can pass command line arguments to the Linux app and see the output, but not interactive terminal stuff.

If you or someone else wants to enhance Boxedwine to have better Linux support I wouldn't mind helping guide that effort. But I don't personally have plans to do that. Right now my effort is just on improving support for Wine, things like like adding support for more platforms (Raspberry Pi, Mac M1), performance and 3D graphics.

ClickNinYT

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James Bryant

commit sha 31f9401140cc5e50e6de794768393fcead876ed3

Work on the Linux build: Added a new script to make a statically linked linux build. Linux will now create the sdl renderer with SDL_RENDERER_SOFTWARE instead of SDL_RENDERER_ACCELERATED because of the NVidia propriatary drivers. On the Linux build, I saw a huge perfomance improvement by vertically flipping the image myself instead of letting SDL do it. On Windows SDL flips it faster.

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James Bryant

commit sha 70d6969667959a5badc772f6827b2961800a5e9e

Merge branch 'james/v21_Linux_work' into release/v21.0

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James Bryant

commit sha 8f7b18e213dc0ecc9c49494e553eea3ff7ca6a69

Merge branch 'release/v21.0' # Conflicts: # include/boxedwine.h

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James Bryant

commit sha 31f9401140cc5e50e6de794768393fcead876ed3

Work on the Linux build: Added a new script to make a statically linked linux build. Linux will now create the sdl renderer with SDL_RENDERER_SOFTWARE instead of SDL_RENDERER_ACCELERATED because of the NVidia propriatary drivers. On the Linux build, I saw a huge perfomance improvement by vertically flipping the image myself instead of letting SDL do it. On Windows SDL flips it faster.

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James Bryant

commit sha 70d6969667959a5badc772f6827b2961800a5e9e

Merge branch 'james/v21_Linux_work' into release/v21.0

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James Bryant

commit sha 12fe6a29e9985d1d99d6e0c6af24f4ce996a6ea3

Vulkan: more work on marshaling. Most of the types and structure should now be marshaled, but there is still a good amount to work left to do and none of it is tested yet. For example memory is allocated in the marshaling code, it would be better to reduce memory allocations in performance sensitive APIs. Perhaps I will figure out how to put more of it on the stack or to cache the allocations.

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James Bryant

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Vulkan: fixed vk.c

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James Bryant

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Vulkans: some fixed for vk.c

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James Bryant

commit sha e96954dd1a4887af6b5a14fd53245374eae1f852

More work on vulkan, the first function call into libvulkan.so.1 is succesful now. I started working on 32-bit to 64-bit vulkan marshaling. Between structure packing, use of enums (C99 doesn't guarantee size), and the use of pointers inside structures, it's a good amount of work to marshal everything.

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James Bryant

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vulkan: fixed 64 bit linux build

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James Bryant

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vulkan: update linux build for vulkan and fixed a couple of warnings

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James Bryant

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vulkan: updated raspberry pi build

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James Bryant

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vulkan: fixed mac build

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James Bryant

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vulkan: another build fix for windows

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James Bryant

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Vulkan: fixed vkCmdSetBlendConstants build issue.

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James Bryant

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Win32 build fix for compiling without vulkan.

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James Bryant

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Added entries for the proc file system /proc/<id>/exe

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James Bryant

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Update Mac project with new files

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Merge branch 'james/Linux_added_proc_id_exe_file_system_entries'

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issue commentdanoon2/Boxedwine

Provide updated Wine builds

I will go ahead and keep this open until I release a Wine 6 file system. I will probably do it at the same time as Wine 7, probably sometime in February.

tech234a

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issue commentdanoon2/Boxedwine

Missing precompiled files for macOS

Here is my first unofficial release of Boxedwine on Mac using the x64 dynamic recompiler. This is what has been QA'd by gog.com for the Voodoo Kid release

http://boxedwine.org/v/Boxedwine-21.0.1-Mac.zip

It is not perfect which is why I haven't made an official release yet. Currently the OpenGL framebuffer API's don't work. So for games/apps that don't use DirectX or OpenGL, it works fine. For DirectDraw games, you will need to disable using OpenGL in Wine for DirectDraw, "DD GDI Renderer" in the Boxedwine UI configuration for the game. For Direct3D games, it will work if the game doesn't use the frame buffer.

In the current master code branch, I started working using Mesa as a software renderer as a compatibility option, it works with OpenGL framebuffer APIs. But of course it is a lot slower.

Before an official release I would like to fix this frame buffer issue.

I think in general, I will prefer not to put pre compiled libs in the source tree moving forward, but for now you can download them here and put them in the pre compiled directory for mac. Hopefully this will unblock you.

http://boxedwine.org/v/BoxedwineMacLibs.zip

emendelson

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issue commentdanoon2/Boxedwine

Provide updated Wine builds

I made Wine 5.0 the default Wine version because it fixes quite a few older games when it comes to palettes. But on Emscripten/Web builds we still default to using Wine 1.7 because it is much smaller. Overall Wine 1.7 is a good default if it works the game or app you are interested in because it loads noticeably faster than Wine 5.0.

I haven't tried Wine 6 yet, its been on my list of things to do. But so far most of my time this last year has been on ARMv8 (ARM64) and getting a Mac build ready for the app store.

Is there a particular game or app that you know of that runs better in Wine 6? Or is there a new feature in Wine 6 that sounds interesting to you? I'm just curious if I should bump up the priority for getting a Wine 6 build to work.

tech234a

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issue commentdanoon2/Boxedwine

Add DIrectx11/12 support and port to UWP for Xbox One dev Mode

I looked up more info on XBox One and it seems like XBox doesn't support dynamic code generation, at least according to this article

https://unity.com/how-to/develop-console-video-games-unity

In theory, Boxedwine could ahead of time recompile a particular game, but currently I don't have this feature.

danprice142

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issue commentdanoon2/Boxedwine

Add DIrectx11/12 support and port to UWP for Xbox One dev Mode

@danprice142 This one also looks interesting, and I was able to get it to work on Windows 10.

https://docs.mesa3d.org/drivers/d3d12.html

It converts OpenGL to Direct 3D 12.

danprice142

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