This merge request is merged with upstream.

This is the first of (tentatively) 3 MRs that add Vulkan support to the Wayland driver. Here is the proposed breakdown:

  • part 10.1 (this one): Basic setup and VkSurfaceKHR integration
  • part 10.2: VkSwapchainKHR integration
  • part 10.3: Everything else (mostly passthrough implementations of other Vulkan functions)

I chose to go with Vulkan first, instead of OpenGL, since the integration is more straightforward, and allows us to implement required core driver changes (which will also be used for OpenGL later) with fewer distractions.

Please note that all 3 parts need to land before the Vulkan support is actually usable in applications/games. I have uploaded the full (tentative) series for people that want to take a look or try out the final state: https://gitlab.winehq.org/afrantzis/wine/-/tree/wayland-part-10

Finally, part 10 is not based on part 9, so they can land in either order. However, there are interactions and conflicts between the two, so whichever part lands last will need to be (slightly) adapted. Note, though, that without part 9, some things won’t work well on scaled outputs (esp. fullscreen).

Source: https://gitlab.winehq.org/wine/wine/-/merge_requests/4340

  • shmerlB
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 year ago

    Nice! Now we need other two and then OpenGL to cover gaming scenarios.

    Then I guess we can start testing how it works.