Skip to content

Proton'ized Wine, served hot, extra spicy: Please read README.md as a starting point

License

Unknown and 2 other licenses found

Licenses found

Unknown
LICENSE
Unknown
LICENSE.OLD
LGPL-2.1
COPYING.LIB
Notifications You must be signed in to change notification settings

kakra/wine-proton

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Unofficial SteamPlay Proton

This is an unofficial version of Proton rebased to more current wine version, including various patches to fix bugs and improve performance. It is also a testbed for work-in-progress implementations.

Do not report problems with this version upstream to Valve, report them here instead.

Summary / Headlines

  • Based on Proton 3.16 and vanilla wine 4.x
  • Performance-optimized one-size-fits-all SteamPlay compatibility layer
  • Easy drop-in installation into an existing Proton installation
  • Easy build-from-source workflow

Target Audience

This distribution targets people with some technical skills to benefit from an optimized Proton built. It contains experimental patches and minor problems should be expected. Thus, it is expected that users are comfortable with analyzing and reporting bugs patiently. This project is a spare-time project. I am not able to fix all problems on my own and need your help and cooperation.

If you're not willing to accept one or another patch, and to participate in analyzing, fixing, and testing a problem, this project is not for you.

Goal of this Project

The goal of this project is primarily to fix selected games so we can run them with SteamPlay properly and with good performance. A secondary goal is to grow and improve some patches that could hopefully be upstreamed to proton or wine.

It also aims at providing more consistent performance in games. This means it doesn't try to squeeze out the last few fps possible but instead reduce lag and stutter, thus having a better overall average fps rate with more consistent frame times.

Troubleshooting

First, check this README (it may have been updated between version of my build) if you find anything about the particular issue you're experiencing. If it is not listed, check https://github.com/kakra/wine-proton/issues for known/solved problems (look for closed issues, too). You may comment on closed issues, I'll follow up on those.

If you didn't find anything, let's start with logging. I need the output of cat /proc/cpuinfo and the SteamPlay log file. Edit user_settings.py in the Proton folder to include:

"WINEDEBUG": "fixme+all",

Now, run the game. It will create a log file, pick the latest, it has the steam game id of the game you've run in its name:

ls -lt $HOME/steam-*.log

Check the file for obvious problems, the origin cause may be listed somewhere in the middle of the file, don't just look at the end. The first serious problem shown is probably causing your problem.

You may leave the logging enabled as WINEDEBUG=fixme+all has only a minor performance overhead with my build currently.

Here's an example from #8:

The log file shows:

info:  Game: PathOfExile_x64Steam.exe
info:  DXVK: v0.95-25-g4f58c2b
warn:  OpenVR: Failed to locate module
info:  Required Vulkan extension VK_KHR_get_physical_device_properties2 not supported
info:  Required Vulkan extension VK_KHR_surface not supported
info:  Required Vulkan extension VK_KHR_win32_surface not supported
DxvkInstance: Failed to create instance
err:   DxvkInstance: Failed to create instance

Wine crashes with a read fault later due to this:

Unhandled exception: page fault on read access to 0x0002fc50 in 64-bit code (0x0000000140614095).
[...]
System information:
    Wine build: wine-4.0-rc7
    Platform: x86_64
    Version: Windows 7
    Host system: Linux
    Host version: 4.20.3-arch1-1-ARCH

So the origin cause is the DXVK error. Essentially it says that Vulkan is not fully supported. The solution was to install the required support drivers for AMD Readeon.

If you still need help or think your findings are worth a troubleshooting example here, feel free to open an issue report.

Development Workflow

The patches are regularly rebased onto wine/proton updates. Thus, the main branch is not suitable for git-merge workflows.

Tagged releases are available to checkout specific repository versions. Patches should be sent based on either vanilla wine, wine-proton or this repository branch. Monolithic patches are not acceptable (you would find those most commonly in Lutris or similar distributions). The atomic-commit approach allows you to filter out any SteamPlay-related patches easily through an interactive rebase. That way you could craft a version that runs outside of Steam.

Patch series introducing too many rebase conflicts will most likely be dropped from this repository, i.e. it used to have the D3D11 deferred context patches and the PBA patches. But wine master seems to work in this area a lot currently, and thus these patches were dropped. Dropped patches are unlikely to return into this repository if they don't or cannot provide a benefit, i.e. DXVK as a winelib renders D3D11 deferred context patches and PBA patches mostly useless. I later tweaked the winelib build to properly work with Proton wined3d/dxvk selection but I currently have no plans in putting the other patches back in.

Hints to 32-bit Users (applies also to SysWOW64)

This repository includes DXVK. This can be a major problem for 32-bit users because DXVK uses more memory than the native wine implementation of DX10/DX11. You will most probably run out of address space early. Games won't run well in 32-bit mode. It is thus recommended to use 64-bit games only. However, turning DXVK off the Proton-way works now.

Pulseaudio users can somewhat improve the situation by limiting the SHM size of pulseaudio to 1 MB. Simply add shm-size-bytes=1048576 in /etc/pulseaudio/daemon.conf and restart. This version is also compiled without debug support to reduce the memory footprint.

With transparent hugepages it could make more sense to use bigger shared memory sizes to align nicely with hugepages: shm-size-bytes=2097152. But I'm not sure if this could provide any benefit.

Hints regarding Memory Allocation Issues

While testing, I found that DXVK can interact badly with the transparent huge pages of the kernel. While overall performance seems a little bit smoother, it fails early to allocate more DirectX memory even before you've run out of VRAM. In my tests, this situation can be mostly avoided by running a kernel with CONFIG_TRANSPARENT_HUGEPAGE_MADVISE=y instead of CONFIG_TRANSPARENT_HUGEPAGE_ALWAYS=y. This still results in a little less smooth experience while keeping the benefits of huge pages for applications that actively ask for it. So far, DXVK crashes due to memory allocation are gone for me with this setting. If your kernel doesn't set either of these options, you're probably safe.

Hint: To properly support my large pages patch, you need to enable CONFIG_TRANSPARENT_HUGEPAGE_MADVISE=y.

Getting Started with Transparent Hugepages

If you want to experiment with this, I can recommend starting with the following settings:

#!/bin/sh
# /etc/local.d/transparent_hugepages.start
echo within_size >/sys/kernel/mm/transparent_hugepage/shmem_enabled
echo always >/sys/kernel/mm/transparent_hugepage/enabled
echo defer+madvise >/sys/kernel/mm/transparent_hugepage/defrag
echo 128 >/sys/kernel/mm/transparent_hugepage/khugepaged/max_ptes_none

This would enable a sane feature set with the potential of exposing the memory allocation issue observed above.

Reducing Stutters due to "allocstall"

Games tend to allocate and free vast amounts of memory especially during loading screens. This puts the memory manager of Linux under a lot of pressure. When this becomes a problem, you may see multi-second stalls and the system freezes for short periods of time (coming back to life with HDD activity). Audio usually also stops for the duration of the freeze. What you're seeing is probably an effect called "allocstall" in Linux.

You can watch the numbers here:

grep allocstall /proc/vmstat

I found that there's great potential of removing this effect by adjusting kernel parameters but YMMV depending on your system. This effect is most visible to me in SOTTR and PoE. To improve this issue, create the following file:

# /etc/sysctl.d/99-gaming.conf
vm.vfs_cache_pressure = 50
vm.watermark_scale_factor = 200

The first parameter (default 100) will instruct the kernel to prefer keeping cache memory around and instead swap out process memory you currently don't need during gaming (idle background applications).

The second parameter (default 10) will instruct the kernel to wake kswapd more early and more often to keep a minimum amount of free memory for latency-free allocations. This is the most prominent parameter to reduce allocation stalls. As far as I could research, the scale of this parameter has changed at some kernel version, it's now a factor of 0.1%. If you're running an old kernel, a value of "200" may be a bad idea. Kernel 4.9 or later should be safe, this is around the time when I started testing this.

You can activate the settings immediatly by running

sysctl -p /etc/sysctl.d/99-gaming.conf

or you just reboot. If you want to test the settings first, don't put the file into /etc/sysctl.d just yet.

Be careful to not adjust the parameters too far away from the defaults or too extreme as this may have very negative effects (it could OOM-kill your whole session, leaving you unable to login even after reboot).

Users of btrfs benefit especially from this as btrfs is quite a heavy user of memory allocations. If you don't think you're experiencing allocation stalls, I recommend to not fiddle with these settings. If you're low on memory, I recommend to adjust these settings only very carefully (8 GB or less of RAM).

As a result, you should see the kernel keeping more unused memory around (so neither cached nor used). This memory is then available to latency free allocations. Having reduced latency for memory allocations comes at the cost of loosing some otherwise available memory: It's not really lost because it's available when needed but the kernel takes care of freeing some other memory instead early then in the background - so it's kind of a buffer for memory allocations that doesn't involve swapping or compacting (which introduces latency spikes otherwise).

To return to defaults, just remove the file and reboot.

Changelog and Patch Status

This is a summary of the current patch series status of patches applied to vanilla wine:

  • [dxvk] Add more verbose error reporting
  • [dxvk] Add triple-buffering by default if vsync is enabled for more consistent FPS rates, reduces stuttering especially under compositors
  • [dxvk] Build an optimized winelib by default for the native CPU (obviously mostly a benefit if you compile yourself)
  • [hack] Pretend the user has SeLockMemoryPrivilege to support games with large page support
  • [local] Custom makefile to build the complete distribution with one or two easy commands, optimized for the native CPU
  • [local] Pre-defined wine.inf DLL overrides specific to fixing problems in games
  • [local] Raised priority on winebus.sys threads to reduce input lag and prevent missed button/axis events
  • [local] Reworked scheduler priorities implementation to fight priority inversion problems
  • [local] Silenced some very noisy FIXMEs and ERRs for better performance with default logging
  • [local] Simple/limited AVRT implementation to support native xaudio2 to gain realtime priority
  • [local] Simple/limited implementation of SetThreadIdealProcessor and friends for better cache utilization in some games (especially with modern CPU designs)
  • [local] Some cleanups obviously forgotten by the proton devs
  • [proton] Based on Proton 3.16 rebased to Wine 4.x
  • [proton] Includes updated esync patches from zfigura
  • [staging] Patch to enable Path of Exile to use ping for automatic gateway selection
  • [staging] Patches to enable games detecting more information of the hardware configuration
  • [staging] Realtime priorities support patches from wine-staging
  • [staging] Reduced CPU overhead of DirectSound audio mixing
  • [staging] Shared-memory performance patches from wine-staging
  • [staging] Staging patch series for windowscodecs to correctly load Path of Exile in D3D11 mode
  • [staging] Use explicit windows activation to prevent some games from starting with an initially invisible window
  • [vulkan] Current vulkan headers to correctly build wine/vkd3d
  • [wip] Current vkd3d library to support D3D12 games (not ready for use, not working yet)
  • [zfigura] Some patches by zfigura to fix windows minimize/iconize/restore

Subproject Patch Status

This is a summary of the patches in the subprojects. The objective here is to keep the amount of patches small, if possible they should be upstreamed instead:

  • [dxvk] Add more verbose error reporting
  • [dxvk] Add triple-buffering by default if vsync is enabled for more consistent FPS rates, reduces stuttering especially under compositors
  • [dxvk] Build an optimized winelib by default for the native CPU (obviously mostly a benefit if you compile yourself)

Upstreamed Patches

The following patches have been upstreamed so everyone running Proton can benefit from it:

  • [dxvk] Add SCHED_BATCH scheduling and low priority to the state cache shader compiler, reduces audio stutter in loading screens and increases throughput of the compiler (DXVK 0.93, needs wine patches included here)
  • [fix] Corrected Xbox One S wireless controller support in winebus.sys/dinput (Wine 4.0 RC2)
  • [proton] winex11.drv: Bypass compositor in full-screen mode (Proton 3.16)
  • [staging] Locking and threading improvements for a small performance benefit (Proton 3.16 Beta)
  • [staging] Patches to enable games to see each pulseaudio devices individually (Proton 3.16 Beta)

Dropped Patches

The following patches have been dropped because either an issue has been fixed upstream, or the patch conflicted and wasn't important:

  • [hack] Refined CoInitialize hack to correctly load Path of Exile in D3D11 mode
    • Path of Exile: Fixed upstream in Wine and PoE itself (Wine 4.1)
    • Sound issues in some games fixes

Patch Tooling

A work-in-progress list of applied patches is kept in docs/patches in YAML format. The current design is a manually crafted inverse dependency list. In the future it should generate this tree automatically from staging definition files. The leafs of this tree are the patche series applied to this repository.

Running tools/mkpatchlist.rb will generate a list of files suitable to be fed to git am.

You need to point the tool to the staging patches repository by creating a symlink to its patches directory, e.g.:

echo "/patches" >>.git/info/exclude
ln -s ../wine-staging/patches

Now run tools/mkpatchlist.rb to compile a list of patch files for git am. In the future this tool will be part of a toolchain to recreate this wine branch from scratch on top of a vanilla wine branch. Also in the future, it will list the Proton patches as individual patch series to make crafting an individual wine version more easy. I'll then push a wine patches repository forked from the staging patches repository.

Help Needed

There are a few patches and features I'd appreciate one or another helping hand for:

  • Add Feral GameMode support to spawning the main process
  • Add the missing bits to create a self-contained proton distribution suitable to be made available in the SteamPlay menu selection
  • Improve AVRT implementation and make wine multimedia DLL implementations use it
  • Improve scheduler priorities implementation to make it acceptable for upstream
  • Look into the large page support patches

How to Benefit from the Scheduler Patches

This version of wine-proton includes a reworked realtime priorities patchset based on staging. It enables setting thread priorities by default and can use SCHED_ISO to support multimedia realtime workloads better. But to take full advantage of high priorities, you need to adjust pam limits and rtkit. Given that your login user is member of the users group:

# /etc/security/limits.d/99-wine-proton.conf
@users - rtprio 90
@users - nice -15

Depending on your distribution, you may also need to install and configure rtkit or RealtimeKit. How to do this in your distribution is out of the scope of this project. Google is your friend.

Changes to these configuration files require a restart of your login session.

Games may also benefit running a SCHED_ISO-enabled kernel. Distributions usually ship an alternative kernel you'd need to install that has the CK or PF patchset. Both variants offer the SCHED_ISO feature (through the MuQSS or PDS-MQ schedulers). How to install and switch the kernel is also not the scope of this project. Your favorite distribution should have a wiki explaining that in more detail than this project could ever do.

There's also Feral GameMode which can temporary switch your CPU from a powersave mode to performance mode. DXVK recommends to do exactly that. To use GameMode, you have to install the daemon, then add the relevant library preload instruction to the Steam launcher commandline in the options of the specific game. I'm currently planning to integrate support for GameMode natively into wine-proton so all games can benefit once you installed GameMode.

Games Status

This repository was developed while actively playing and testing the following games and journalling my development progress.

My system is a medium-aged system with the following properties:

  • Gentoo/Linux Base System (default/linux/amd64/17.0/desktop/plasma/systemd)
  • ASrock Z68 Pro3 mainboard
  • Intel Core i7-3770K @ 3.5 GHz (turbo boost 4.0 GHz, 8 threads)
  • 16 GB DDR3-1333 system memory
  • Nvidia Geforce GTX-1050 Ti 4 GB VRAM (proprietary driver)
  • Xbox One S Wireless Controller (bluetooth mode, xpadneo driver)

Middle-Earth: Shadow of War

My game progress: Late into Act 2, no crashes observed yet

The game runs exceptionally well even with higher graphics settings. I've added a patch to make ntdll.dll support large page mode (which translates to transparent huge pages in Linux). This setting can be enabled in the game options and theoretically improves performance. Memory throughput of huge pages can be up to 10% better.

But a deeper look at system metrics and wine logs shows that the game currently doesn't seem to do the correct VirtualAlloc() call, probably it was removed due to a bug in Windows 10 handling this properly (memory corruption due to delayed memory zeroing). It would also explain why Steam forums often report absolutely no difference between both settings in the game. OTOH, my patch may just be incomplete: Help very much appreciated.

If the game uses scaled-down render resolution, find render.cfg and edit the following lines to show your desired resolution:

"ScreenHeight16by9" "1080.000000"
"ScreenWidth16by9" "1920.000000"

After this change, do not open the graphics settings menu again, or your change will be overwritten.

  • Added large page mode to ntdll.dll
  • Hacked advapi32 to announce the needed privilege
  • The game may use scaled-down render resolutions due to detecting the display setup wrong

Shadow of the Tomb Raider (SOTTR)

My game progess: 100% completion, rare crashes or freezes

The game generally runs at only half the speed it could achieve, CPU and GPU are only used 50% at maximum. This is probably a CPU/GPU-sync problem. You probably need to reduce the graphics settings a lot if that happens. Also switch to SMAA if you experience the black pixels bleeding bug. There are reports that setting texture quality too high may result in slowly decreasing performance over time during gameplay.

  • Improved in-game benchmark performance from ~19 to ~33 fps
  • Solved priority inversion problems resulting in multi-second freezes around every minute in some areas
  • No more freezes during OOM conditions of the GPU
  • Reduced/eliminated fps stuttering
  • Gamepad triggers may hang sometimes resulting in your bow not shooting
  • Game complains about a missing graphics card, just ignore that and switch to DX11

See also: Notes about "allocstalls" above.

The Witcher 3: Wild Hunt (TW3)

My game progress: Complete walk-through including almost all side quests, very rare crashes/freezes observed

My installation uses the unofficial game-developer mod and HD texture patch. The HD Reworked Project includes configuration updates to provide better performing texture streaming: https://www.nexusmods.com/witcher3/mods/1021?tab=files

  • Reduced stuttering / fps dips while moving around
  • Gamepad triggers may hang sometimes resulting in wrong actions during combat which should be fixed by my input-lag patches

DOOM 2016

My game progress: Somehwere mid-game, multiplayer has been tested and worked, no crashes or performance issues yet

I'm running this game in Vulkan mode. Game startup after switching the graphics engine takes a huge amount of time, be patient. The game runs at a hard 60 fps limit (due to vsync) with CPU/GPU usage around 25%.

  • Reduced (if not eliminated) constant sound stutters / crackling
  • Improved susceptibility to priority inversion (showed only with staging real-time patches)

Ori and the Blind Forest: Definitive Edition (OriDE)

My game progress: Somewhere around 85%, no glitches or crashes yet

Initial loading screen may take a very long time with a very slow animation of Ori. Be patient, it will eventually continue after 2-3 minutes. Subsequent runs do not show this problem. In-game feature videos make the game crash here which probably results from an improperly compiled steam runtime (tries to load a non-existing video decoder driver).

  • Runs just fine besides the above mentioned minor issues

Mirror's Edge

My game progress: Complete story walk-through, rare crashes/freezes observed

The game may freeze in a busy-loop during some scripted scenes, the exact problem is yet unknown. Try to progress with vanilla wine if that happens. There's no other chance around that currently.

  • Reduced/eliminated fps stutters
  • Fixed window minimize/restore
  • Fixed game window starting up invisible

Path of Exile (PoE)

My game progress: Beginning of Act 9, no crashes observed but one or another graphic/audio glitch, including bad performance/lags (which occur only once per new effect/map/enemy model)

I'm running the game windowed maximized in 4k resolution with around 40 fps on a GTX 1050 Ti. The game needs a warm-up phase before it runs smoothly. Subsequent runs benefit from the pipeline state cache of DXVK, greatly reducing or even eliminating lags during gameplay. If you experience login problems wait for the harddisk to calm down before logging in. Resizing the game window or switching resolution most likely results in a crash. In that case edit the config file in an editor.

There seem to be audio glitches since inclusion of FAudio which results in improperly placed sound sources and/or audio sources disappearing from playback altogether, eventually resulting in a muted game at some point. A restart of the game is required then. Crashes were not observed due to this.

  • More consistent fps
  • Reduced fps dips while walking around
  • Support for pinging server gateways in the login lobby
  • Reduced audio stutters during the logo video
  • Reduced audio stutters early in the menu screen
  • Improved timeout situations in the login process
  • It actually runs in DX11 64-bit mode (yay)

See also: Notes about "allocstalls" above.

Hellblade: Senua's Sacrifice (Hellblade)

My game progress: Somewhere late in the game, only minor audio issues observed (which may be a bit annoying given a nature of this game) and one or two crashes/freezes, nothing game breaking tho

  • Reduced sound stutters
  • More consistent fps

Skyrim Special Edition (SkyrimSE)

My game progress: I'm not sure, this game is huge. I used to play the original Skyrim 2011 and eventually completed all the DLCs with most side quests and this one is just a different walk-through. The game tends to freeze once in a while which is probably related to DXVK memory allocations.

My installation uses a hand full (or two) of immersion and graphic mods. The Creation Engine tends to partly freeze if subsystems do not work correctly (either in scripted scenes or during loading screens). This problem still exists even with the inclusion of FAudio. Thus, a registry patch is included which forces xaudio2_7 on the game. The scheduler improvements seem to get rid of most audio cracklings and stutters. Another problem may be DXVK memory allocations, in that case reduce the texture pressure by lowering settings.

  • Reduced sound stutters/cracklings
  • Forced xaudio2_7 usage for proper audio support

Kingdoms of Amalur: The Reckoning

My game progress: Some DLCs completed, first continent almost completed, probably somewhere around 50% of the game, no glitches or crashes yet

  • Fixed window minimize/restore
  • Fixed game window starting up invisible
  • Fixed resolution switching
  • Fixed gamepad support
  • Fixed audio distortion in the intro video

Installation

Currently, just unpack the dist.tar.xz into your existing Proton folder. This version includes DXVK as a winelib but modified to properly work with the Proton-way of disabling user_settings.py. This is done by renaming the .dll.so files to just .dll and moving them to the expected location. Wine seems to have no objections in loading ELF binaries as native DLLs. You don't have to take care of this, it's built this way out-of-the-box.

To make full use of the scheduler improvements, I recommend running a kernel with support for SCHED_ISO. The CK kernel is one such example. You also need to adjust your pam limits for NICE and RTPRIO. In contrast to the staging patchset this distribution automatically enables and tunes for available priorities after you adjusted the limits - no need to set environment variables. The patches were not tested with a non-MuQSS kernel (those without SCHED_ISO support), especially session-based task auto-grouping may have an impact on performance behavior.

Cloning the Repository and Setup

The first time you want to use this repository, you have to clone it and initialize the submodules:

git clone https://github.com/kakra/wine-proton.git
cd wine-proton
git submodule update --init

Compiling from Source

This should be easy... unless not. Let me know if you're having troubles. This project uses a custom build system to build most dependencies from scratch without chroot or cross-compile toolchains (except winegcc). Start by checking out the git source and submodules. Then run:

# Run some preparation scripts first
pushd vendor/vkd3d && ./autogen.sh && popd

# Configure the project (optional, missing makefiles will be built automatically)
make configure

# Option 1: Build a tarball with bundled DXVK (default)
make dxvk-dist.tar.xz

# Option 2: Build a tarball without bundled DXVK
make dist.tar.xz

# If something went wrong, start over:
make clean

You can use make -j$(nproc) ... to speed up compilation. The dependencies between subprojects should be safe.

Updates to build instructions (generated makefiles) are not tracked correctly in most upstream build systems. Thus, if you change optimization flags, I recommend doing make clean followed by make configure to rebuild from scratch. Otherwise, you may experience strange issues.

Working with the Repository

For this project, I decided to use a rebase workflow because it fits me best for following multiple upstreams: The main upstream will be followed using rebase, then I selectively cherry-pick commits from other upstreams. I can checkout git worktree of those other projects if I plan to pick bigger chunks of commits into other branches: Just rebase onto an upstream commit, copy multiple lines from the editor, then paste those into another rebase. I usually follow such a workflow to follow up on staging patchsets.

Since the development workflow is based on a rebase pattern, you'd need to add the upstream wine project as a git remote if you intend to rebase parts of the commits:

git remote add winehq git://source.winehq.org/git/wine.git

To follow up on updates, just run the second line. It will pull updates from both my github project and wine upstream. This alone only fetches the commits without applying anything to the source code branch yet.

After updating the remotes, you can run an interactive rebase to do whatever you like to do with the commits, i.e. you could manually filter out all Steam API commits to remove the dependency to Steam:

git remote update
git rebase -i winehq/master

To follow up on updates from my repository, given you named it origin, instead use:

git remote update
git rebase origin/rebase/proton_3.16
git submodule update --init --rebase

If you do not need to float your own patches/commits around and did not make changes to the source files, you can simply reset instead:

git remote update
git reset --hard origin/rebase/proton_3.16
git submodule update --init --force

An editor opens: Put a hash sign # in front of each commit you'd like to omit. If something doesn't work during rebase and you're not sure how to proceed, you can abort the rebase:

git rebase --abort

If you screwed up, just run

git reset --hard origin/rebase/proton_3.16

where origin is my remote - replace with whatever you named it. The default is origin if you just cloned directly from my github project to your computer. This is also a command that you could use to reset your clone to my latest version but be aware that it will throw away any changes you made.

I keep my own patches floating at the top of the upstream commits so I can easily track them. Before resetting to an upstream branch, you may want to first backup your own branch so you can cherry-pick changes back into upstream:

git branch backup/some-backup-name

Be sure to have all your local changes committed to git before resetting, because reset --hard will also throw away uncommitted changes.

To make using this workflow a little better and comfortable, I can recommend looking into the tig tool and make yourself familiar with its usage. It's a small CUI utility to browse git repositories, do cherry-picks, and resolve conflicts (and probably a lot more).

Also, I recommend looking into git worktree to create fast worktree copies sharing the same commit database.

Getting Started with Gentoo Linux

This repository is natively developed using Gentoo Linux. You'll need to install some basic dependencies to start using this:

# Be sure that you're running a multilib system, every desktop profile
# should do, e.g. default/linux/amd64/17.0/desktop:
eselect profile list

# Install the building and development environment:
USE="mp3 sdl opengl vulkan vkd3d" ABI_X86="32 64" emerge -DNua git '>=wine-vanilla-3.16'

You should add the needed useflags to your make.conf. Because Gentoo is a source-based distribution, all required headers and libraries are installed now.

Getting Started with Arch Linux

This repository is developed using Gentoo Linux. But due to the popularity of Arch Linux, I'll try listing the steps to get this started on Arch Linux. These steps have been tested in a fresh 64-bit Arch Linux nspawn container:

# Follow the instructions for enabling Arch Linux multilib at
# https://wiki.archlinux.org/index.php/official_repositories, then
# the following command should work:
pacman -Sl multilib

# Install all building essentials:
pacman -Syu base-devel meson

# Install development dependencies:
pacman -Syu glslang opencl-headers

# Install multilib and feature dependencies:
pacman -Syu krb5 libxslt
pacman -Syu lib32-krb5 lib32-libxslt
pacman -Syu gst-plugins-base mpg123 openal sdl2
pacman -Syu lib32-gst-plugins-base lib32-mpg123 lib32-openal lib32-sdl2
pacman -Syu vulkan-icd-loader libxcomposite libxinerama
pacman -Syu lib32-vulkan-icd-loader lib32-libxcomposite lib32-libxinerama

# Install dependencies from AUR:
# (HINT: You may need to set JAVA_HOME to jdk8)
pakku -Syu ffmpeg spirv-tools
pakku -Syu lib32-ffmpeg lib32-spirv-tools

# Install wine development toolchains to easily bootstrap the project:
pacman -Syu wine

HINT: You will need to get some package from AUR, this guide uses pakku to install the following packages:

  • lib32-spirv-tools
  • lib32-ffmpeg

I'm not familiar with the Arch ecosystem, feel free to suggest a better alternative.

Getting Started with Ubuntu (WIP)

This repository is developed using Gentoo Linux. But due to the popularity of Ubuntu, I'll try listing the steps to get this started on Ubuntu. These steps have been tested in a fresh 64-bit Ubuntu Cosmic nspawn container:

# Install all building essentials:
dpkg --add-architecture i386
apt-get update
apt-get install autoconf build-essential cmake gcc-multilib g++-multilib make meson pkg-config

# Install development dependencies:
apt-get install glslang-tools libavcodec-dev libsdl2-dev libvulkan-dev spirv-tools
apt-get install libavcodec-dev:i386 libvulkan-dev:i386 libsdl2-2.0-0:i386

# Install wine development toolchains to easily bootstrap the project:
apt-get install bison flex wine64-tools
apt-get install libfreetype6-dev xorg-dev

The current state is "not working" because libsdl2-dev is not compatible to a multilib development install in Ubuntu yet, read: You cannot install both architecture packages at the same time. But there's a somewhat hacky work-around:

cd /tmp
apt-get download libsdl2-dev:i386 spirv-tools:i386
dpkg -x libsdl2-dev_*_i386.deb .
dpkg -x spirv-tools_*_i386.deb .
cp -r usr/lib/i386-linux-gnu /usr/local/lib/

Current status:

  • FAudio builds multilib: make dist-faudio
  • vkd3d builds multilib: make dist-vkd3d
  • wine does not configure due to missing 32-bit dev dependencies
    • 64-bit misses headers: make configure-wine64
    • 32-bit fails: make configure-wine32
  • wine probably won't build
  • DXVK builds but fails to link due to winevulkan: make dist-dxvk
    • it requires wine to be built first
    • this probably needs more adjustments, my system provides winevulkan

Caveats

If you experience audio issues, try first reverting your pulseaudio changes if you applied some. Things coming to mind are adjusted pulseaudio fragment buffers and PULSEAUDIO_LATENCY_MSEC.

Steam may randomly decide to replace parts of this distribution with its own version of wine. Just unpack the archive again if that happens.

The pre-built binary version was optimized for an i7-3770K. If your CPU is incompatible with this instruction set, you'll have to compile your own version. If you see errors about invalid instructions in dmesg, then this is what caused the crash.

Disclaimer

This is not official Valve work. I take no responsibility for damages affecting your system, saved games, including game server bans due to using modified DLLs. Use at your own risk.

About

Proton'ized Wine, served hot, extra spicy: Please read README.md as a starting point

Topics

Resources

License

Unknown and 2 other licenses found

Licenses found

Unknown
LICENSE
Unknown
LICENSE.OLD
LGPL-2.1
COPYING.LIB

Stars

Watchers

Forks

Packages

No packages published

Languages

  • C 95.1%
  • Python 2.2%
  • Ruby 0.5%
  • Perl 0.5%
  • Yacc 0.4%
  • C++ 0.3%
  • Other 1.0%