https://bugs.winehq.org/show_bug.cgi?id=46190
Bug ID: 46190 Summary: Low FPS on Zombie Army Trilogy Product: Wine Version: 3.20 Hardware: x86-64 OS: Mac OS X Status: UNCONFIRMED Severity: normal Priority: P2 Component: directx-d3d Assignee: wine-bugs@winehq.org Reporter: patoplc@live.com
Created attachment 62851 --> https://bugs.winehq.org/attachment.cgi?id=62851 Compressed version of the Zombie Army Trilogy console log.
Several errors are thrown in console by the d3d dlls. The log from playing Zombie Army Trilogy for a very short time is over 340 MB due to the sheer amount of errors, so I cannot attach it uncompressed here. The attachment provided is a .tar.xz version of the log from opening Steam and playing for less than 1 minute.
https://bugs.winehq.org/show_bug.cgi?id=46190
--- Comment #1 from patoplc@live.com --- Hardware and software information: 64-bit WINEPREFIX configured as Windows 7, wine-staging 3.20 installed from tarball (pre-built).
macOS 10.14.1, default AMD drivers. Hardware: MacBook Pro (2018), Touch Bar, Intel Core i5 8259U, 8 GB RAM, external GPU (AMD Sapphire RX 580 NITRO+ 8GB) connected through a Sonnet Breakaway Box (550W), using a 1920x1080 resolution.
https://bugs.winehq.org/show_bug.cgi?id=46190
Olivier F. R. Dierick o.dierick@piezo-forte.be changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |o.dierick@piezo-forte.be
--- Comment #2 from Olivier F. R. Dierick o.dierick@piezo-forte.be --- Does disabling wine output with WINEDEBUG=-all improve performance?
https://bugs.winehq.org/show_bug.cgi?id=46190
--- Comment #3 from Matteo Bruni matteo.mystral@gmail.com --- Thanks for the bug report. I'm surprised it works at all, macOS doesn't support many OpenGL features required to support d3d11 in Wine, e.g.:
0083:fixme:d3d:create_texture_view OpenGL implementation does not support texture views.
In addition to that, a couple of GLSL programs fail to link which in turn cause the whole lot of GL errors you noticed.
https://bugs.winehq.org/show_bug.cgi?id=46190
--- Comment #4 from Rafael Augusto patoplc@live.com --- Matteo,
Sorry if this question seems a bit off-topic, but I searched throughout the web for this and couldn't find an up-to-date technical view on the topic.
Since Apple has deprecated its OpenGL implementation, but MoltenVK has been open-sourced and supported in Wine, along with many projects that translate DirectX 9/10/11/12 calls to Vulkan, would there be any way (either released or work-in-progress) to use a 3-stage DirectX 11 to Vulkan to Metal 2 pipeline through Wine?
My (layman's) line of thought is that, this way, games running through Wine could bypass the limitations of Apple's lack of support for modern OpenGL features. Is my reasoning correct?
https://bugs.winehq.org/show_bug.cgi?id=46190
--- Comment #5 from Matteo Bruni matteo.mystral@gmail.com --- (In reply to Rafael Augusto from comment #4)
Matteo,
Sorry if this question seems a bit off-topic, but I searched throughout the web for this and couldn't find an up-to-date technical view on the topic.
Since Apple has deprecated its OpenGL implementation, but MoltenVK has been open-sourced and supported in Wine, along with many projects that translate DirectX 9/10/11/12 calls to Vulkan, would there be any way (either released or work-in-progress) to use a 3-stage DirectX 11 to Vulkan to Metal 2 pipeline through Wine?
My (layman's) line of thought is that, this way, games running through Wine could bypass the limitations of Apple's lack of support for modern OpenGL features. Is my reasoning correct?
Yes, it is. As far as I know there are a lot of missing pieces at this point but there is a good chance that you'll see progress on this front in the coming months.