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According to CodeWeavers, it is based on their CrossOver code (GPL 2.1) and can be committed back into Wine: https://www.codeweavers.com/blog/mjohnson/2023/6/6
by gilgoomesh 3y ago
According to CodeWeavers, it is based on their CrossOver code (GPL 2.1) and can be committed back into Wine:
https://www.codeweavers.com/blog/mjohnson/2023/6/6/wine-comes-to-macos-apple-s-game-porting-toolkit-powered-by-crossover-source-code https://www.codeweavers.com/blog/mjohnson/2023/6/6/wine-come...
- microtonal 3y agoIt uses a proprietary framework that implements Direct3D on top of Metal: https://news.ycombinator.com/item?id=36224057 https://news.ycombinator.com/item?id=36224057
- nailer 3y agoYour link confirmed that it uses wine. And your description sounds exactly like how codeWeavers wine implements direct 3D upon opengl. I imagine it’s simply a proprietary product based on liberally licensed (LGPL) open source code, much in the same way Safari was built upon KHTML.
- microtonal 3y agoSure it uses Wine, but the Direct3D API is handled by the proprietary D3DMetal framework, which implements Direct3D on top of Metal. This is different than CodeWeaver's CrossOver approach, which uses Wine's DirectX-on-Vulkan implementation and then MoltenVK to run Vulkan on Metal. So, it is not just Wine. It is Wine plus a large proprietary Apple Framework that has most of the Direct3D magic sauce.
- nailer 3y agoThanks for the info! I think a couple of us in this thread may be arguing cross purposes - I want to ensure that codeweavers gets credit for their open source contributions and you want to ensure technical accuracy. These are both good goals and don’t conflict with each other.
- microtonal 3y agoYeah, definitely! All of this wouldn't be possible without the Wine project and CodeWeavers.