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wine-gitlab@list.winehq.org

September 2022

  • 5 participants
  • 758 discussions
Re: [PATCH v2 0/4] MR850: server: Fix debug register getting/setting on macOS. - approved
by Alexandre Julliard (@julliard) 15 Sep '22

15 Sep '22
This merge request was approved by Alexandre Julliard. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/850
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[PATCH 0/3] MR865: d3d10core/tests, d3d11/tests: Fix -Wstringop-overread warnings.
by Zebediah Figura (@zfigura) 15 Sep '22

15 Sep '22
This is a resend of merge request 864 with a few minor changes: * shorten functions to clear_rtv, and explicitly specify that the d3d10core version is clearing the backbuffer * remove unnecessary inline * fix spacing around asterisks -- https://gitlab.winehq.org/wine/wine/-/merge_requests/865
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[PATCH 0/1] MR855: d2d1/tests: Skip subsequent todo tests for unsupported properties.
by Alexandre Julliard (@julliard) 15 Sep '22

15 Sep '22
-- https://gitlab.winehq.org/wine/wine/-/merge_requests/855
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[PATCH 0/1] MR857: wined3d: Fix the sub-resource index validation in wined3d_texture_update_overlay().
by Henri Verbeet (@hverbeet) 15 Sep '22

15 Sep '22
This condition accidentally got inverted when wined3d_texture_validate_sub_resource_idx() was introduced in commit 44d6f2adbcca119faebc095f3cfbeeafc50d04f3. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/857
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[PATCH 0/1] MR858: wined3d: Destroy the Vulkan command pool after cleaning up resources.
by Henri Verbeet (@hverbeet) 15 Sep '22

15 Sep '22
This fixes an issue exposed (but not caused) by commit e553be7e776282fea77b8b60304298d9de90bd8b. Calling vkFreeCommandBuffers() after the corresponding command pool was destroyed causes invalid memory accesses. Thanks to Jacek for pointing this out. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/858
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[PATCH 0/1] MR859: d3d9/tests: The expected scissor rect after a reset is equal to the back-buffer dimensions.
by Henri Verbeet (@hverbeet) 15 Sep '22

15 Sep '22
This appears to have gotten lost in commit 7623d0a6f585505302044beace53fb8ff81ae120. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/859
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[PATCH 0/1] MR860: d3d11: Implement d3d11_input_layout_to_wined3d_declaration() on top of...
by Henri Verbeet (@hverbeet) 15 Sep '22

15 Sep '22
d3d11: Implement d3d11_input_layout_to_wined3d_declaration() on top of vkd3d_shader_parse_input_signature(). This was originally prompted by the fact that wined3d_extract_shader_input_signature_from_dxbc() allocates elements with HeapAlloc(), but d3d11_input_layout_to_wined3d_declaration() attempts to free them with free(). That's a regression introduced by commit b951c37b8791ceb052c9e159ad7927f75a72d667. Since we're touching the code though, we may as well use vkd3d_shader_parse_input_signature(), and get rid of wined3d_extract_shader_input_signature_from_dxbc(). -- https://gitlab.winehq.org/wine/wine/-/merge_requests/860
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[PATCH 0/1] MR861: d3d11/tests: Move the is_warp_device() call out of the loop in check_format_support().
by Henri Verbeet (@hverbeet) 15 Sep '22

15 Sep '22
There's no point in querying this multiple times, it's not going to change. Perhaps more importantly, calling is_warp_device() inside a todo_wine block will cause "Test succeeded inside todo block: ..." messages from get_device_adapter_desc(). These appear to have been introduced by commit fcc276ecb1508d5217ec977ca530ee7d30d355b9. Arguably get_device_adapter_desc() shouldn't use ok() in the first place. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/861
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[PATCH 0/1] MR862: wined3d: Return bools from all return paths in wined3d_cs_map_upload_bo().
by Henri Verbeet (@hverbeet) 15 Sep '22

15 Sep '22
-- https://gitlab.winehq.org/wine/wine/-/merge_requests/862
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[PATCH v6 0/4] MR852: ntdll: Speed up NtQueryVirtualMemory(MemoryWorkingSetExInformation) by conditional pread.
by Witold Baryluk (@baryluk) 15 Sep '22

15 Sep '22
Apex Legends game periodically (every 30 seconds) calls this function with up to 22k virtual addresses. All but 1 of them is valid. Due to amount of queries addresses, and cost of seek+read, this causes this function to take up to about 50ms. So framerate drops from ~150 FPS to 20FPS for about a second. As far as I can see, returning 0 entries from this function, still makes Apex Legend work. But keep code correct, and optimise it by: 1. Opening pagemap file once, and never closing it. This eliminates repeated fopen/fseek/fread/fclose sequences, which helps even in queries with small amount of virtual addresses. 2. Using pread, instead of seek+read. 3. Only performing pagemap read when the address is valid. Future work might recognize continues pages in the query, and perform a batch read of multiple pagemap entries, instead one page at a time, but for now it is not necassary. This change get_working_set_ex peek wall clock runtime from 57ms to 0.29ms. Tested on Linux, but similar change done for the BSD part. `Signed-off-by: Witold Baryluk <witold.baryluk(a)gmail.com>` -- v6: ntdll: Keep pagemap file open after first use of NtQueryVirtualMemory(MemoryWorkingSetExInformation) ntdll: Use pread in NtQueryVirtualMemory(MemoryWorkingSetExInformation) https://gitlab.winehq.org/wine/wine/-/merge_requests/852
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