June 18, 2026
10:25 a.m.
I'm not completely sure about this, it might be enough for the game to work but it also actually introduces strong expectations on how D3D12 shared fences would be implemented, while we still don't have functional d3d12 shared fences in Wine. And as we've discussed it will likely never be the case, unless there is host Vulkan driver support for timeline semaphore rewinding, if we want them to be correct wrt. native behavior. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/11175#note_143472