
The system battery state is properly reported to applications.The kernel-level synchronization objects like spin locks, fast mutexes, remove locks, and resource variables are implemented.
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Most of the functions that used to be in Kernel32 are moved to KernelBase, to follow the architecture of recent Windows versions.Various improvements and fixes have been made to the effect framework.Previously their implementation relied on the underlying Direct3D implementation not enforcing mapping restrictions. texture fills, on unmappable surfaces are implemented more correctly. Support for compressing textures using S3TC-compression is implemented."UseGLSL" This has been superseded by the "shader_backend" setting above.Deprecated HKEY_CURRENT_USERSoftwareWineDirect3D registry key:.This currently only makes a difference with the default GLSL shader backend in combination with the proprietary NVIDIA drivers. Enable (0x1) or disable (0x0, default) stricter translation of Direct3D shaders, potentially at a performance cost.Possible values are "glsl" (default) for GLSL, "arb" for ARB vertex/fragment programs and "none" to disable shader support. New HKEY_CURRENT_USERSoftwareWineDirect3D registry keys: The Direct3D graphics card database recognizes more graphics cards.Support for compressed destination resources was already implemented in a previous release.

The wined3d CPU blitter can handle compressed source resources.More shader reflection APIs are implemented.Limited support for blits across swapchains is implemented.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:


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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.Version 5.0: Latest Developer build v5.7 PE modules:
