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Resources bound through both shader-resource views and render-target or depth-stencil views at the same time.
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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.
Wine macs speed shop driver#
Wine macs speed shop windows#
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.
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Version 5.0: Latest Developer build v5.7 PE modules:
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