macOS_Wine_builds
DirectXShaderCompiler
macOS_Wine_builds | DirectXShaderCompiler | |
---|---|---|
31 | 33 | |
428 | 2,916 | |
- | 0.9% | |
3.7 | 0.0 | |
8 days ago | 6 days ago | |
C++ | ||
- | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
macOS_Wine_builds
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Use D3DMetal on Wine 8.10 Staging
Hi, I followed this guide of u/Gcenx https://github.com/Gcenx/WineskinServer/issues/420 and applied on wine 8.10 staging (this version https://github.com/Gcenx/macOS_Wine_builds/releases/tag/8.10) but it seems like it doesn't work I always get a stub error. My question is: I need to do something else or D3DMetal simply doesn't work on newer wine version
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Issue - Game has to close after one minute
The new Winehq macOS packages can be found https://github.com/Gcenx/macOS_Wine_builds/releases these will work on macOS High Sierra (10.13) and later.
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Update to Ventura 13.3 causes Rocket League on Crossover to fail with the error "preloader: Warning: failed to reserve range 0000000000001000-0000000000010000"
Not sure where you got your wine binaries from, but wine-staging from this brew tap has the fix.
- [Macgaming] Comment télécharger Wine 7.0 sur mac m1 ?
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wine supports ventura? or i have to downgrade my mac?
Gcenx maintains macOS builds of Wine that are as close to WineHQ releases as possible alongside other versions. https://github.com/Gcenx/macOS_Wine_builds They do work on Ventura although I believe 32-bit apps are still not working at the moment.
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download old games
Depending on if you have an Intel Mac or an M1 Mac, you have some different options! If you have an M1 Mac, you could try using Wine/Wineskin Winery. You could also try something like UTM, but it's probably going to be very slow. If you find some of these games as old Mac games instead of old Windows games, you might also be able to get them running through SheepShaver or BasiliskII. If you're on an Intel Mac, your two best bets are VirtualBox or maybe, like, Windows 10 on Boot Camp.
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Wine for macos above 5.0 (stable)
u/gcenx maintains newer builds from macOS on GitHub. 64-bit Wine 7.x is also available from nixpkgs (32-bit support won’t be available until it’s possible to build WoW64 on Darwin).
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How to get rid of black spots in Borderlands 2 - run by wine
There are builds of wine 7 you can get through brew, but I think it's maybe an uphill battle: https://github.com/Gcenx/macOS_Wine_builds
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Wine gaming on mac
Actually the current macOS packages are not being pushed to Winehq directly due to an unresolved bug, they can be found https://github.com/Gcenx/macOS_Wine_builds
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Anyone Successfully using Wine on Mavericks? PLEASE HELP
If you want wine-7.0 I’ve provided a package that will function https://github.com/Gcenx/macOS_Wine_builds/releases/download/7.0/wine-stable-legacy-7.0-osx64.tar.xz.
DirectXShaderCompiler
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Building the DirectX shader compiler better than Microsoft?
> We may support DXBC generation in Clang in the future (we mentioned that in the original proposal to LLVM). That work is unlikely to begin for a few years as our focus will be on supporting DXIL and SPIR-V generation first.
I appreciate this quote[0] from the microsoft camp. Setting clear expectations that something will not be done is a nice bit of fresh air.
[0] https://github.com/microsoft/DirectXShaderCompiler/issues/57...
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Vcc – The Vulkan Clang Compiler
There's no need for transpilers these days, you can just compile HLSL to SPIR-V bytecode with dxc.
https://github.com/microsoft/DirectXShaderCompiler
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Shader Compilation
Use DXC and only HLSL for your main shader editing.
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Apple's Game Porting Toolkit seems to have a D3DMetal.framework with full implementations of DirectX 12 to 9 on Metal
You can see libdxilconv in there, DXIL is the DirectX Intermediate Representation, documented in the open source shader compiler from Microsoft.
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Proper way to access a read-only texture that has no sampler from an hlsl compute shader?
BTW, this problem can be reproduced as described below: - clone https://github.com/SaschaWillems/Vulkan.git - build the project and run it with arguments : -v - s hlsl to enable the validation layer and to use hlsl code - run ComputeShader project. The following validation error "Type mismatch on descriptor slot ..." will be shown in the console. - to fix it, as suggested above, you can replace the 3rd line of emboss.comp, sharpen.comp, and edgedetect.comp from: Texture2D inputImage : register(t0); //Creates validation errors to RWTexture2D inputImage : register(u0); //no validation errors (you'll then need to recompile the shaders to spv with a proper hlsl compiler such as Microsoft dxc)
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Start project on Metal, port to DX11?
EDIT: There is also naga but it does not take HLSL as input: https://github.com/gfx-rs/naga but you can use DirectXShaderCompiler to compile to SpirV, then use naga to compile to Metal.
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Using WebGPU as a graphics API for native C++ applications
🤨 For a "refusal to acknowledge it", they do appear to have a rather sizeable document mapping between HLSL and SPIR-V? https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst
- What amazing things do you guys do with LLVM?
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Is SPIRV-Cross a valid option to target Metal from HSSL?
I am starting work on a compute-driven rendering engine, and it seems that the best way to go around it will be to write code in HSSL, and then use DirectXShaderCompiler to generate SPIR-V, and SPIRV-Cross to then generate MSL. And while DXSC's repo has a page on incompatibilities, no such resource seems to exist for SPIRV-Cross targeting Metal.
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Learning DirectX 12 in 2023
DirectX Shader Compiler
What are some alternatives?
WineskinServer - Wineskin
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
wine-tkg-git - The wine-tkg build systems, to create custom Wine and Proton builds
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
macports-wine - Updated wine Portfiles for macports
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
wine-on-mac - How to install wine on mac
ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
HomeBrew - 🍺 The missing package manager for macOS (or Linux)
SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.
homebrew-wine
slang - Making it easier to work with shaders