Various lighting calculation fixes and improvements for older DirectDraw applications have been made.The ID3D11Multithread interface is implemented.Since 3D textures can be potentially large, and address space exhaustion is a concern for 32-bit applications, S3TC-compressed 3D textures are uploaded per-slice, instead of in a single upload. Uploads of S3TC-compressed 3D textures require less address space.Dirty texture regions are tracked more accurately for Direct3D 8 and 9 texture uploads.There are nevertheless quite a number of them. Since well-behaved applications don't rely on these edge cases, they typically only affect one or two applications each.Blits between formats with and without alpha components.Resources bound through both shader-resource views and render-target or depth-stencil views at the same time.Viewports with a minimum Z larger than or equal to the maximum Z.Creating Direct3D devices on invalid Windows, like the desktop window.Usage of invalid DirectDraw clipper objects.Drawing with mapped textures and buffers.Sampling 2D resources with 3D samplers and vice versa.Out of range reference values for the alpha and stencil tests.The handling of various edge cases is improved. These features were previously already implemented for earlier versions of the Direct3D API.Switching between fullscreen and windowed.The following features are implemented for Direct3D 12 applications: Switching between fullscreen and windowed modes using the standard Alt+Enter combination is implemented for DXGI applications.This typically allows applications to reduce CPU usage while minimized, and is in some cases required to allow the application window to be restored again. DXGI swapchain presents inform the application when the corresponding window is minimized. ![]() Fullscreen Direct3D applications inhibit the screensaver.The WindowsCodecs library is able to convert more bitmap formats, including palette-indexed formats.The Vulkan driver supports up to version 1.1.126 of the Vulkan spec.Multiple display adapters and monitors are properly supported, including dynamic configuration changes. ![]() The Wine C runtime is updated to support linking to MinGW-compiled binaries it is used by default instead of the MinGW runtime when building DLLs.Not all modules have been converted to PE yet this is an ongoing process that will continue during the Wine 5.x development series.Modules that have been converted to PE can use standard wide-char C functions, as well as wide-char character constants like L"abc".This makes the prefix look more like a real Windows installation, at the cost of some extra disk space. The actual PE binaries are copied into the Wine prefix instead of the fake DLL files.This helps various copy protection schemes that check that the on-disk and in-memory contents of system modules are identical. Most modules are built in PE format (Portable Executable, the Windows binary format) instead of ELF when the MinGW compiler is available.So now you know, if you need an application that is only on Windows, you may be able to save yourself the task of looking for a computer with the Microsoft system or installing BootCamp thanks to WineBottler.Version 5.0: Latest Developer build v5.7 PE modules: This software has a really simple way of working, only indicating the application that we want to install and where it can be found, WineBottler will start up, it will help us to install it and launch it without problems. With WineBottler we'll be able to open programs like games, or professional software. ![]() This software is nothing more than an interface for the renowned Wine, thanks to which it's possible to launch more than 13,000 compatible Windows applications on a macOS. The truth is that the majority of times there is equivalent software, but they are never the same as the original. Even though Mac users are growing quicker each day, there are still many programs that are impossible to find outside of Windows.
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