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The X11 driver
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Most Wine users run Wine under the windowing system known as X11.
During most of Wine's history, this was the only display driver
available, but in recent years, parts of Wine has been reorganized to
allow for other display drivers (although the only alternative
currently available is Patrik Stridvall's ncurses-based ttydrv, which
he claims works for displaying calc.exe). The display driver is chosen
with the "GraphicsDriver" option in the [wine] section of
wine.conf/.winerc, but I will only cover the x11drv in this article.
x11drv modes of operation
The x11drv consists of two conceptually distinct pieces, the graphics
driver (GDI part), and the windowing driver (USER part). Both of these
are linked into the libx11drv.so module, though (which you load with
the "GraphicsDriver" option). In Wine, running on X11, the graphics
driver must draw on drawables (window interiors) provided by the
windowing driver. This differs a bit from the Windows model, where the
windowing system creates and configures device contexts controlled by
the graphics driver, and applications are allowed to hook into this
relationship anywhere they like. Thus, to provide any reasonable
tradeoff between compatibility and usability, the x11drv has three
different modes of operation.
Unmanaged/Normal
The default. Window-manager-independent (any running window
manager is ignored completely). Window decorations (title bars,
borders, etc) are drawn by Wine to look and feel like the real
Windows. This is compatible with applications that depend on
being able to compute the exact sizes of any such decorations,
or that want to draw their own.
Managed
Specified by using the --managed command-line option or the
Managed wine.conf option (see below). Ordinary top-level frame
windows with thick borders, title bars, and system menus will
be managed by your window manager. This lets these applications
integrate better with the rest of your desktop, but may not
always work perfectly. (A rewrite of this mode of operation, to
make it more robust and less patchy, is highly desirable,
though, and is planned to be done before the Wine 1.0 release.)
Desktop-in-a-Box
Specified by using the --desktop command-line option (with a
geometry, e.g. --desktop 800x600 for a such-sized desktop, or
even --desktop 800x600+0+0 to automatically position the
desktop at the upper-left corner of the display). This is the
mode most compatible with the Windows model. All application
windows will just be Wine-drawn windows inside the
Wine-provided desktop window (which will itself be managed by
your window manager), and Windows applications can roam freely
within this virtual workspace and think they own it all,
without disturbing your other X apps.
The [x11drv] section
AllocSystemColors
Applies only if you have a palette-based display, i.e. if your
X server is set to a depth of 8bpp, and if you haven't
requested a private color map. It specifies the maximum number
of shared colormap cells (palette entries) Wine should occupy.
The higher this value, the less colors will be available to
other applications.
PrivateColorMap
Applies only if you have a palette-based display, i.e. if your
X server is set to a depth of 8bpp. It specifies that you don't
want to use the shared color map, but a private color map,
where all 256 colors are available. The disadvantage is that
Wine's private color map is only seen while the mouse pointer
is inside a Wine window, so psychedelic flashing and funky
colors will become routine if you use the mouse a lot.
PerfectGraphics
This option only determines whether fast X11 routines or exact
Wine routines will be used for certain ROP codes in blit
operations. Most users won't notice any difference.
ScreenDepth
Applies only to multi-depth displays. It specifies which of the
available depths Wine should use (and tell Windows apps about).
Display
This specifies which X11 display to use, and if specified, will
override both the DISPLAY environment variable and the
--display command-line option.
Managed
Wine can let frame windows be managed by your window manager.
This option specifies whether you want that by default.
UseDGA
This specifies whether you want DirectDraw to use XFree86's
Direct Graphics Architecture (DGA), which is able to take over
the entire display and run the game full-screen at maximum
speed. (With DGA1 (XFree86 3.x), you still have to configure
the X server to the game's requested bpp first, but with DGA2
(XFree86 4.x), runtime depth-switching may be possible,
depending on your driver's capabilities.) But be aware that if
Wine crashes while in DGA mode, it may not be possible to
regain control over your computer without rebooting. DGA
normally requires either root privileges or read/write access
to /dev/mem.
UseXShm
If you don't want DirectX to use DGA, you can at least use X
Shared Memory extensions (XShm). It is much slower than DGA,
since the app doesn't have direct access to the physical frame
buffer, but using shared memory to draw the frame is at least
faster than sending the data through the standard X11 socket,
even though Wine's XShm support is still known to crash
sometimes.
DXGrab
If you don't use DGA, you may want an alternative means to
convince the mouse cursor to stay within the game window. This
option does that. Of course, as with DGA, if Wine crashes,
you're in trouble (although not as badly as in the DGA case,
since you can still use the keyboard to get out of X).
DesktopDoubleBuffered
Applies only if you use the --desktop command-line option to
run in a desktop window. Specifies whether to create the
desktop window with a double-buffered visual, something most
OpenGL games need to run correctly.
- Ove Kåven