2020-01-21 18:03:21 +01:00
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The Wine team is proud to announce that the stable release Wine 5.0
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is now available.
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2020-01-17 23:02:41 +01:00
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2020-01-21 18:03:21 +01:00
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This release represents a year of development effort and over 7,400
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individual changes. It contains a large number of improvements that
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are listed in the release notes below. The main highlights are:
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2017-02-03 20:26:41 +01:00
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2020-01-21 18:03:21 +01:00
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- Builtin modules in PE format.
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- Multi-monitor support.
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- XAudio2 reimplementation.
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- Vulkan 1.1 support.
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This release is dedicated to the memory of Józef Kucia, who passed
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away in August 2019 at the young age of 30. Józef was a major
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contributor to Wine's Direct3D implementation, and the lead developer
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of the vkd3d project. His skills and his kindness are sorely missed by
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all of us.
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2005-10-25 14:04:17 +02:00
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2008-06-13 17:15:29 +02:00
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The source is available from the following locations:
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2005-10-25 14:04:17 +02:00
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2020-01-21 18:03:21 +01:00
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https://dl.winehq.org/wine/source/5.0/wine-5.0.tar.xz
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http://mirrors.ibiblio.org/wine/source/5.0/wine-5.0.tar.xz
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2005-10-25 14:04:17 +02:00
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Binary packages for various distributions will be available from:
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2017-11-30 19:56:51 +01:00
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https://www.winehq.org/download
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2005-10-25 14:04:17 +02:00
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2017-11-30 19:56:51 +01:00
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You will find documentation on https://www.winehq.org/documentation
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1998-10-18 19:19:57 +02:00
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2008-06-13 17:15:29 +02:00
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You can also get the current source directly from the git
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2017-11-30 19:56:51 +01:00
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repository. Check https://www.winehq.org/git for details.
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1994-12-27 15:11:53 +01:00
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1997-07-20 18:23:21 +02:00
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Wine is available thanks to the work of many people. See the file
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AUTHORS in the distribution for the complete list.
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1994-12-27 15:11:53 +01:00
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2006-10-13 16:43:39 +02:00
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----------------------------------------------------------------
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2020-01-21 18:03:21 +01:00
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What's new in Wine 5.0
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======================
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2019-01-22 22:25:59 +01:00
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2020-01-21 18:03:21 +01:00
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*** PE modules
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- Most modules are built in PE format (Portable Executable, the
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Windows binary format) instead of ELF when the MinGW compiler is
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available. This helps various copy protection schemes that check
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that the on-disk and in-memory contents of system modules are
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identical.
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- The actual PE binaries are copied into the Wine prefix instead of
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the fake DLL files. This makes the prefix look more like a real
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Windows installation, at the cost of some extra disk space.
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- Modules that have been converted to PE can use standard wide-char C
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functions, as well as wide-char character constants like L"abc".
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This makes the code easier to read.
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- Not all modules have been converted to PE yet; this is an ongoing
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process that will continue during the Wine 5.x development series.
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- The Wine C runtime is updated to support linking to MinGW-compiled
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binaries; it is used by default instead of the MinGW runtime when
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building DLLs.
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*** Graphics
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- Multiple display adapters and monitors are properly supported,
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including dynamic configuration changes.
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- The Vulkan driver supports up to version 1.1.126 of the Vulkan spec.
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- The WindowsCodecs library is able to convert more bitmap formats,
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including palette-indexed formats.
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*** Direct3D
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- Fullscreen Direct3D applications inhibit the screensaver.
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- DXGI swapchain presents inform the application when the
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corresponding window is minimized. This typically allows
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applications to reduce CPU usage while minimized, and is in some
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cases required to allow the application window to be restored again.
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- Switching between fullscreen and windowed modes using the standard
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Alt+Enter combination is implemented for DXGI applications.
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- The following features are implemented for Direct3D 12 applications:
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- Switching between fullscreen and windowed.
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- Changing display modes.
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- Scaled presents.
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- Swap intervals.
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These features were previously already implemented for earlier
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versions of the Direct3D API.
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- The handling of various edge cases is improved. Among others:
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- Out of range reference values for the alpha and stencil tests.
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- Sampling 2D resources with 3D samplers and vice versa.
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- Drawing with mapped textures and buffers.
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- Usage of invalid DirectDraw clipper objects.
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- Creating Direct3D devices on invalid Windows, like the desktop
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window.
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- Viewports with a minimum Z larger than or equal to the maximum Z.
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- Resources bound through both shader-resource views and
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render-target or depth-stencil views at the same time.
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- Blits between formats with and without alpha components.
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Since well-behaved applications don't rely on these edge cases, they
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typically only affect one or two applications each. There are
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nevertheless quite a number of them.
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- Dirty texture regions are tracked more accurately for Direct3D 8 and 9
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texture uploads.
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- Uploads of S3TC-compressed 3D textures require less address space.
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Since 3D textures can be potentially large, and address space
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exhaustion is a concern for 32-bit applications, S3TC-compressed 3D
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textures are uploaded per-slice, instead of in a single upload.
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- The ID3D11Multithread interface is implemented.
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- Various lighting calculation fixes and improvements for older
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DirectDraw applications have been made.
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- Limited support for blits across swapchains is implemented.
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- More shader reflection APIs are implemented.
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- The wined3d CPU blitter can handle compressed source resources.
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Support for compressed destination resources was already implemented
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in a previous release.
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- The Direct3D graphics card database recognizes more graphics cards.
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- New HKEY_CURRENT_USER\Software\Wine\Direct3D registry keys:
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- "shader_backend" (REG_SZ)
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The shader backend to use. Possible values are "glsl" (default)
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for GLSL, "arb" for ARB vertex/fragment programs and "none" to
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disable shader support.
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- "strict_shader_math" (REG_DWORD)
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Enable (0x1) or disable (0x0, default) stricter translation of
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Direct3D shaders, potentially at a performance cost. This
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currently only makes a difference with the default GLSL shader
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backend in combination with the proprietary NVIDIA drivers.
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- Deprecated HKEY_CURRENT_USER\Software\Wine\Direct3D registry key:
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- "UseGLSL"
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This has been superseded by the "shader_backend" setting above.
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*** D3DX
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- Support for compressing textures using S3TC-compression is
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implemented.
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- Various operations, like e.g. texture fills, on unmappable surfaces
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are implemented more correctly. Previously their implementation
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relied on the underlying Direct3D implementation not enforcing
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mapping restrictions.
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- Various improvements and fixes have been made to the effect
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framework.
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*** Kernel
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- Most of the functions that used to be in Kernel32 are moved to
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KernelBase, to follow the architecture of recent Windows versions.
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- Libraries of the wrong 32/64-bitness are ignored when found in the
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search path, to enable loading the correct one if it's found further
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in the path.
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- Kernel objects are better emulated for device drivers that expect to
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manipulate objects from the kernel side.
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- The kernel-level synchronization objects like spin locks, fast
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mutexes, remove locks, and resource variables are implemented.
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- The system battery state is properly reported to applications.
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*** User interface
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- Minimized windows are displayed using their title bar instead of the
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old Windows 3.1-style icons.
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- The new button styles Split Buttons and Command Links are
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implemented.
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- The Edit control sets margins correctly also for CJK fonts.
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*** Desktop integration
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- Symbolic links to the corresponding Unix directories are created for
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the 'Downloads' and 'Templates' folders.
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*** Input devices
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- Plug & Play device drivers can be installed and loaded on startup.
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- Game controllers are better supported, including proper support for
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hat switch, wheel, gas and brake controls.
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- The old joystick API of Linux versions earlier than 2.2 is no longer
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supported.
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*** .NET
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- The Mono engine is updated to version 4.9.4, including parts of the
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Windows Presentation Foundation (WPF) framework.
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- The Gecko and Mono add-ons support shared installation, where the
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files are used directly from a global location under /usr/share/wine
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instead of being copied into every new prefix.
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*** Internet and networking
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- The Gecko engine is refreshed to support recent toolchains.
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- A number of new HTML APIs are implemented.
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- MSHTML supports some SVG elements.
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- Error object and exception propagation are supported in VBScript.
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- A number of VBScript builtin functions are implemented.
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- JScript EcmaScript compliant mode is extended to support more
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features.
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- JScript and VBScript script objects expose type info interfaces.
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- The HTTP proxy configuration can be retrieved through DHCP.
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- Passport HTTP redirects are supported.
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- The HTTP service and corresponding client-side library (HTTPAPI) are
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partially implemented.
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*** Cryptography
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- ECC (elliptic-curve) keys are supported when using GnuTLS.
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- Importing keys and certificates from PFX blobs is implemented.
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- The PBKDF2 key derivation algorithm is supported.
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*** Text and fonts
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- OpenType positioning features are supported in DirectWrite, and
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enabled for Latin script by default, including kerning.
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- Font data access is made safer by validating the various data tables
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before using them.
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- DirectWrite interfaces are updated to a recent SDK, implementing
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some of the latest API additions.
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*** Audio / Video
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- The XAudio2 libraries are reimplemented to use the external FAudio
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library, for better compatibility.
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- The Media Foundation libraries are fleshed out, including:
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- Support for builtin and user async work queues.
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- Ability to submit periodic callbacks, waiting, scheduled, and
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regular work items, with support for item priority.
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- Support for media event queues.
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- Various core API to handle media type objects, stream and
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presentation descriptors, object attributes, byte stream objects,
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samples and buffers.
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- Initial Source Resolver implementation.
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- Initial implementation of Source Reader API.
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- Implementation for Sample Grabber object.
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- Core support for building topology objects.
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- Builtin presentation clock implementation, started implementing
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Media Session functionality.
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- The video capture filter has been ported to use v4l2 instead of the
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deprecated v4l1 API, allowing the use of some cameras which do not
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support v4l1.
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- Support for YUV to RGB translation and reading from v4l2 devices
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using mmap() has been removed; we now depend on libv4l2 for both of
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these things.
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- The builtin AVI, MPEG-I, and WAVE decoders have been removed; we now
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depend on GStreamer or the Mac QuickTime Toolkit to decode such
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media files.
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- Some more VMR7 configuration APIs are implemented.
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- The sound drivers support per-channel volume adjustments.
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*** Internationalization
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- Unicode character tables are based on version 12.1.0 of the Unicode
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Standard.
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- Unicode normalization is implemented.
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- The geographic region id is automatically set in the registry based
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on the current locale. It can be modified if necessary under
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HKEY_CURRENT_USER\Control Panel\International\Geo.
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- The Sinhalese and Asturian locales are supported.
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- Codepage 28601 (Latin/Thai) is supported.
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*** RPC/COM
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- The typelib marshaller supports complex structs and arrays.
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- There is an initial implementation of the Windows Script runtime
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library.
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- There is an initial implementation of the Microsoft ActiveX Data
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Objects (ADO) library.
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*** Installers
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- Microsoft Installer (MSI) Patch Files are supported.
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- The WUSA tool (Windows Update Standalone Installer) supports
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installing .MSU update files.
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*** ARM platforms
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- Exception unwinding is implemented for ARM64, using the libunwind
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library.
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- OLE stubless proxies are supported on ARM64.
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*** Development tools / Winelib
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- The Visual Studio remote debugger can be used to debug applications
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running under Wine.
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- The Debug Engine library (DBGENG) is partially implemented.
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- Binaries built for a Windows target no longer depend on the libwine
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library, to enable them to run on Windows without any extra
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dependencies. The libwine library is no longer built for Windows at
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all.
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- The Resource Compiler and IDL Compiler support a '--sysroot' option
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to allow locating header files in cross-compile environments.
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- Winegcc supports the options '--target', '--wine-objdir',
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'--winebuild' and '-fuse-ld' that make it easier to use as a
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cross-compiler, or with custom toolchains.
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- The wine/unicode.h header is no longer available to applications,
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since the functions will ultimately be removed and replaced by the
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standard C runtime wide character functions.
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*** Build infrastructure
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- Test binaries are built in PE format if MinGW is available, so the
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same test binary can run on both Wine and Windows. The 'crosstest'
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make target is no longer needed or supported.
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- The 'fastcall' calling convention is supported in spec files. It
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uses the correct name mangling for Windows builds.
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- A '-import' entry point flag is supported in spec files, to mark
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functions that need a hotpatch code prefix to be generated for their
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import thunks.
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- Winebuild supports a '--builtin' option to add a special signature
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to PE binaries to mark them as Wine builtins.
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*** Builtin applications
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- The CHCP tool is implemented. It allows setting the console codepage.
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- The MSIDB tool is implemented. It allows manipulating MSI databases.
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*** Performance improvements
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- The various time functions use higher performance system clocks if
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available, to reduce the overhead in the rendering loop of many
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games.
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- File lookups take advantage of the ext4 filesystem case folding
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support if it's enabled on the directory being searched.
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- No-data style listboxes (LBS_NODATA) have better performance for
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large numbers of items.
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- Slim Reader/Writer locks, keyed events, and condition variables use
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futexes on Linux to avoid wineserver round trips.
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*** New external dependencies
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- The MinGW-w64 cross-compiler is used to build modules in PE format.
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- The FAudio library is used to implement XAudio2.
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- The Inotify library is used for file change notifications on BSD
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platforms.
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- The Unwind library is used for exception handling on ARM64.
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- The Video4Linux version 2 library is used instead of version 1.
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2006-10-13 16:43:39 +02:00
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1994-12-27 15:11:53 +01:00
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--
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Alexandre Julliard
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2003-11-26 04:55:01 +01:00
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julliard@winehq.org
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