It gives an error :
dyld: Library not loaded: /opt/homebrew/opt/libusb/lib/libusb-1.0.0.dylib
I updated and relinked libraries, looks like the OP did not compile with same libs as I did, but it should work now.Hat Tip goes out to Alexander and @1958llakin for the really great instructions and compiling the build into a zip. Also @Gnattu for compiling the new patch.
I get the error dyld: Library not loaded: /opt/homebrew/opt/libusb/lib/libusb-1.0.0.dylib so I will have to take a closer look at that. I will also have to try @kid2010 new UI wrapper!
If anyone is looking for a video walkthrough, I put one together last night.
I imagine that on Apple's list of priorities, that is somewhat lower than "build an airstrip for flying pigs" ???What is required is a Direct3d 12 driver, which is able to use HW acceleration on the host side. It would be Apples task to provide such a driver.
The one reason I find VMs useful is for older lightweight win software and utilities. I have a windows desktop for gaming, but having the ability to use a localised instance of windows on a laptop is useful. You could use an old or cheap win laptop, but lugging everything around would be a headache... But yeah depending on why you would use a VM a seperate device might make more senseCool!
But why not just purchase a proper windows machine?
What is required is a Direct3d 12 driver, which is able to use HW acceleration on the host side. It would be Apples task to provide such a driver.
The current Direct3d 12 driver is a framebuffer driver, which is indeed provided by Microsoft including the WARP and reference software rasterizers.
Apple does have a Paravirtualized Graphics framework since Big Sur allowing 3D acceleration in the guest, but the guest driver is only available for macOS. If Apple has no intention to provide guest drivers for alternate OS, we still need to wait for 3rd parties to do it. Parallel's 3D accelerated driver is done by themselves, not Apple.What is required is a Direct3d 12 driver, which is able to use HW acceleration on the host side. It would be Apples task to provide such a driver.
Not quite. The virtio-gpu they were trying is a virtual GPU provided by RedHat, and Microsoft removed the support for that GPU in a build of Windows(It used to work).The current Direct3d 12 driver is a framebuffer driver, which is indeed provided by Microsoft including the WARP and reference software rasterizers.
Thank you!!! I’ll try that ?I updated and relinked libraries, looks like the OP did not compile with same libs as I did, but it should work now.
Or you can just use the GUI wrapper if it is more convenient for you.
It uses usb-mouse.ACVM app works great to get windows arm working.
the only issue is mouse ptr location no synced with system's(macos) ptr location, does it uses usb-tablet or usb-mouse ?
GB5 single score are similar to that on macos
QEMU QEMU Virtual Machine - Geekbench
Benchmark results for a QEMU QEMU Virtual Machine with a virt-5.2 processor.browser.geekbench.com
Just a small correction. We are doing in this thread is not "emulation", is "virtualization".
Cool!
But why not just purchase a proper windows machine?
I believe virtio-gpu only makes the GPU available to the guest. Still you need a proper Direct3D driver for that GPU.Not quite. The virtio-gpu they were trying is a virtual GPU provided by RedHat, and Microsoft removed the support for that GPU in a build of Windows(It used to work).
About the frame buffer device, as it saying, it's only a frame buffer. It is implemented in the UEFI firmware we are using, and hopefully if the OS load up a real GPU driver, the UEFI frame buffer will no longer be used and the display will show GPU driver's output. But such driver does not exists in currect Windows build, so the frame buffer is used even Windows is fully loaded.
I'm feeling kinda dense but I can not figure out how to start the gui. HELP!!Built a UI wrapper around the patch, can someone try and see if the pre-signed app works for you? Download the ACVM.zip from https://github.com/KhaosT/ACVM/releases/tag/v1.0.
Honestly, there's no point to writing a Direct3D driver for Windows 10 on ARM right now. You'll get a very smooth and fast Windows 10 environment that doesn't really run a lot of applications.
Technically there are certainly much more 32 bit Windows apps than native apps on Mac and Linux combined - i would not call this "doesn't really run a lot of applications". And again for literally thousands of games, you would like to have accelerated graphics.
But only a very small portion requires a D3D driver. Most of them will work if we have a proper fake GPU to allow basic resolution settings etc.Technically there are certainly much more 32 bit Windows apps than native apps on Mac and Linux combined
Also, given mileage on T2 Macs, I don't believe Apple would open up the Mac to natively booting Linux distros if they opened it up to Microsoft, especially since I think them opening it up to Microsoft isn't really them opening it up as much as them providing the requisite iBoot bootloader for Windows 10 for ARM64.It's a good proof of concept. And it's not like it isn't an ARM OS. So, it's definitely doable once licensing is sorted out, at least from the standpoint of virtualization is concerned. I'm still not wholly convinced that the ship has permanently sailed on native booting; though that would require a much greater collaboration between Apple and Microsoft than was necessary for Boot Camp on Intel Macs back in 2006.
Microsoft is the one who has to try and "sell" things to us here, not Apple. Apple has already provided (most) everything.
Well, that's the issue. You have to have used Windows 10 on ARM first or you would not know this... There are numerous issues with the platform:
1. Many apps that are 32-bit actually may not be compatible with Windows 10. If it's compatible with Windows 10, it may be 64-bit only. This oddly even applies to some of Microsoft's own apps.
2. Even if the apps are compatible with Windows 10, you may run into limitations of the emulation layer itself. Namely... it runs only in user mode and doesn't support Hyper-V. You'd think that should not affect too many apps, but... oddly, it does. Games that rely on anti-cheat, for instance, won't run at all because some anti-cheat measures require drivers. It also goes without saying that your gamepad, printer, favorite PDF editor, antivirus, antimalware, etc... won't work properly, if at all. So the "literally thousands" number is actually much smaller than you may think.
3. Last but not least, it seems the platform is limited to OpenGL 1.1 for whatever reason (we have no idea if this is because of the emulation layer, or because of the Surface Pro X)... so if your game requires newer than that, then you're out of luck. That further scales the number of games you can try further back. This last one means pretty much 90% of modern system emulators (RetroArch, PCSX2, Dolphin, etc...) don't work at all.