Gentoo ebuild patchset(s), for app-emulation/wine-staging and app-emulation/wine-vanilla. wine-pba adds a persistent buffer allocator for faster dynamic geometry in Direct3D games, running under Wine.
DISCLAIMER: Although wine-pba patches are available for Wine versions 3.19 ... (and onwards), these do not work currently work. In fact they really break Wine (severe performance and renderering issues). I suspect wine-pba needs to be hooked into the newly (fairly) recently added Wine framework for supporting: glFenceSync() (ARB_SYNC) for ARB_BUFFER_STORAGE.
A rudimentary hack is applied to maintain support, for wine-pba, for Wine versions 3.17 and 3.18.
Contains wine-pba patchsets, rebased for Wine Staging, seperated into directories by Wine Git commits. The patches have been split into a per-file patch (so they can be applied in any order) and duplicate patches are hard-linked to each other (to reduce the archive size).
These rebased wine-pba patchsets are guaranteed to apply to all child Wine Git commits, on which Wine Staging has been rebased. When a subsequent wine-pba rebase snapshot is necessary, then a new patchset directory is created for this (and so on).
Contains wine-pba patchsets, rebased for Wine, seperated into directories by Wine Git commits. The patches have been split into a per-file patch (so they can be applied in any order) and duplicate patches are hard-linked to each other (to reduce the archive size).
These rebased wine-pba patchsets are guaranteed to apply to all child Wine Git commits. When a subsequent wine-pba rebase snapshot is necessary, then a new patchset directory is created for this (and so on).
Full credit, for developing this patchset, should go to the original author Andrew Comminos @acomminos. See: Github: acomminos / wine-pba. Also see: Approaching One Driver Overhead: Making Direct3D games faster in Wine using modern OpenGL; for the guiding principles behind his work.
Thanks also to the Arch Linux packaging work done by: Etienne Juvigny @Tk-Glitch.