As you linked, some CodeWeavers employee made some progress on a patch series to implement underlying Vulkan support for D3D handles but it’s been fairly quiet on that front since then… this patch never landed on main Wine or -staging
, also seems incomplete without additional shared memory from a high-level graphics API implementation to contain metadata.
Not using shared resources would lead to a crippled game since we use this for out-of-process isolation of game/browser/frontend state which a lot of subsystems rely on… it’s also a core feature of the DirectX graphics infrastructure, so implementing that Wine patch + an implementation of the API on top of DXVK/whatever-you-use would be a minimum requirement to have the game working - there’s no workaround or other similar API for sharing GPU-side memory across processes, however it should be trivial with coordinated Wine/DXVK work to implement this on top of VK_KHR_external_memory_fd, as I saw last the state was just DXVK maintainers whining no work was done on the Wine side, the Wine side not landing this patch, and a lot of spectators complaining ‘FiveM sucks anyway, why would you want it to work, nothing else uses this API’.