Repository navigation
LSW 0.1.8
0.1.8-2 (tag v0.1.8-2): the manager now starts a VM on its own host files. A VM defined by an earlier LSW or another build kept that build's QEMU and executor, so after an upgrade the guest drivers LSW installs could not talk to the host and Windows did not boot. Before each start the VM is now pointed at this install's QEMU, executor, DXVK and vkd3d-proton. The tarball attached here is the 0.1.8-2 build.
LSW 0.1.8, built from v0.1.8 (accel-virt lsw-v0.1.8, remotewin lsw-v0.1.8).
Host memory
- The host needs no udmabuf any more: every API's GPU memory comes from one Vulkan memory source on the host.
GPU support
- Direct3D 11 runs on Intel hosts.
- Every host GPU is a device in OpenCL and Vulkan.
- NVIDIA hosts share surfaces between APIs.
- Device-loss recovery.
- OpenCL 3.0 in full: binaries, IL, compile and link, event wait lists.
Applications and games
- Affinity: WPF windows present, and Direct2D outlines rasterize as on Windows (target-independent rasterization in DXVK).
- DaVinci Resolve: detects the GPU, enables OpenCL, and long sessions no longer run out of GPU memory on NVIDIA.
- Dark Souls Remastered: stops leaking.
- Resident Evil 4: D3D12 pipeline libraries, so the game starts.
- Fullscreen Direct3D 9, multiplane overlays, and dynamic buffers on slices.
Mirroring
- An Intel host's guest captures its screen at 60 fps.
- Mirrors show the guest's frames sooner.
Guest agent
- No longer writes a diagnostic log that grew without bound in C:\ProgramData\LSW.
Install
- Windows Setup boots without "Press any key to boot from CD or DVD".
Validated with the GPU test matrix on AMD (RX 9070 XT, Radeon 610M), Intel Iris Xe and NVIDIA RTX 3070 Ti hosts: the probes, the D3D11/D3D12/Vulkan/OpenGL/OpenCL sample suites, OpenCL–OpenGL sharing, WGC capture, Affinity and Resolve, and replayed API traces from Affinity, Resolve, Dark Souls Remastered and Half-Life 2.