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wine-gitlab@list.winehq.org

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  • 35629 discussions
[PATCH 0/4] MR9661: opengl32: Get OpenGL function table on process attach.
by Rémi Bernon 04 Dec '25

04 Dec '25
Allowing win32u to use the OpenGL function table without requiring opengl32 module initialization. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/9661
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[PATCH 0/1] MR9663: Draft: winecoreaudio: Set the AudioChannelLayout on output units.
by Brendan Shanks (@bshanks) 04 Dec '25

04 Dec '25
Some users have reported the center/LFE channels being swapped when playing games that support surround sound. After investigating, it appears that winecoreaudio never sets AudioChannelLayout on the audio unit, and assumes that it matches the Windows layout (which is the order of `dwChannelMask`). This is often true, but not always. Using some test code [1] in `ca_setup_audiounit()` to get the AudioChannelLayout (Dell U2711 over HDMI), for some reason the audio unit defaults to having the center (3) and LFE (4) positions swapped from where Windows lays them out: ``` 1389548.056:0020:0124:err:coreaudio:ca_setup_audiounit Got channel layout: {tag: 0x0, bitmap: 0x0, num_descs: 6} 1389548.056:0020:0124:err:coreaudio:ca_setup_audiounit desc 0: label 1 flags 0 1389548.056:0020:0124:err:coreaudio:ca_setup_audiounit desc 1: label 2 flags 0 1389548.056:0020:0124:err:coreaudio:ca_setup_audiounit desc 2: label 4 flags 0 1389548.056:0020:0124:err:coreaudio:ca_setup_audiounit desc 3: label 3 flags 0 1389548.056:0020:0124:err:coreaudio:ca_setup_audiounit desc 4: label 5 flags 0 1389548.056:0020:0124:err:coreaudio:ca_setup_audiounit desc 5: label 6 flags 0 ``` To fix this, set the AudioChannelLayout in `ca_setup_audiounit()`. Happily the Core Audio `AudioChannelBitmap` and Windows `dwChannelMask` perfectly match each other in speaker/bit positions, so this is easy. Marked as draft pending some extra testing. [1]: ``` { UInt32 size; Boolean writable; sc = AudioUnitGetPropertyInfo(unit, kAudioUnitProperty_AudioChannelLayout, kAudioUnitScope_Output, 0, &size, &writable); ERR("AudioChannelLayout sc %d\n", sc); if (sc == noErr) { AudioChannelLayout *layout = malloc(size); sc = AudioUnitGetProperty(unit, kAudioUnitProperty_AudioChannelLayout, kAudioUnitScope_Output, 0, layout, &size); ERR("AudioChannelLayout 2 sc %d\n", sc); ERR("Got channel layout: {tag: 0x%x, bitmap: 0x%x, num_descs: %u}\n", (unsigned int)layout->mChannelLayoutTag, (unsigned int)layout->mChannelBitmap, (unsigned int)layout->mNumberChannelDescriptions); for (unsigned int i = 0; i < layout->mNumberChannelDescriptions; i++) { ERR("desc %d: label %d flags %x\n", i, layout->mChannelDescriptions[i].mChannelLabel, layout->mChannelDescriptions[i].mChannelFlags); } free(layout); } } } ``` -- https://gitlab.winehq.org/wine/wine/-/merge_requests/9663
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[PATCH v4 0/5] MR9575: winegstreamer: Reject SetOutputType with a different number of channels.
by Yuxuan Shui (@yshui) 04 Dec '25

04 Dec '25
-- v4: winegstreamer: Reject SetOutput with a different number of channels. winegstreamer: Reject setting WMA DMO with an output type with a wrong formattype. mf/tests: Test if WMV decoder DMO accepts output type with a different size. mf/tests: Test SetOutputType with a wrong formattype on WMA decoder. mf/tests: Test if WMA decoder DMO accept output type with a different num of channels. https://gitlab.winehq.org/wine/wine/-/merge_requests/9575
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[PATCH 0/3] MR9585: win32u: Introduce a D3DKMT escape code to set fullscreen present rect. (1/2)
by Rémi Bernon 04 Dec '25

04 Dec '25
These calls are Wine-specific and expected to fail on Windows, as the escape codes and parameter combinations are likely invalid there. There doesn't seem to be any mechanism to do this otherwise. When a window presentation rect has been set, the window is meant to be presented to that rect on screen exactly, mapped to physical coords. Then this also has the following side effects: * In exclusive fullscreen mode, GDI drawn child windows are clipped out of the rendered screen, regardless of the normal clipping rules. * The window position and size changes should be ignored wrt its visible area, and in particular the window should not be unmapped even if its Win32 rect is moved to an invisible location. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=58844 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=58443 --- This only introduces the mechanism and calls it from Wine D3D side. The side effects will be implemented later in win32u and the user drivers. This is necessary both for Command & Conquer 2, which has dialog child windows covering the entire game window while using WS_CLIPCHILDREN, and for Fallout 3 which does a bogus call sequence after window restoration which moves the window outside of screen area and causes its window and client rects to be empty: SetRect(&rect, 0, 0, width, height); AdjustWindowRectEx(&rect, style, FALSE, 0); SetWindowPos(hwnd, 0, rect.left, rect.bottom, rect.right - rect.left, rect.top - rect.bottom, 0); We need either this kind of mechanism (which could be later changed to some D3DKMTPresent call, but it would require a lot more work and I'd like to fix those regressions before the release), or to hook the window proc like modern Windows seems to be doing as tested in !9549 (and more tests suggest that invalid window moves are also now inhibited and corrected on modern Windows). -- https://gitlab.winehq.org/wine/wine/-/merge_requests/9585
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[PATCH v3 0/5] MR9575: winegstreamer: Reject SetOutputType with a different number of channels.
by Yuxuan Shui (@yshui) 04 Dec '25

04 Dec '25
-- v3: winegstreamer: Reject SetOutput with a different number of channels. winegstreamer: Reject setting WMA DMO with an output type with a wrong formattype. mf/tests: Test if WMV decoder DMO accepts output type with a different size. mf/tests: Test SetOutputType with a wrong formattype on WMA decoder. mf/tests: Test if WMA decoder DMO accept output type with a different num of channels. https://gitlab.winehq.org/wine/wine/-/merge_requests/9575
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Re: [PATCH v2 0/2] MR9668: server: Always allow windows to activate after their creation. - approved
by Alexandre Julliard (@julliard) 03 Dec '25

03 Dec '25
This merge request was approved by Alexandre Julliard. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/9668
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Re: [PATCH v3 0/1] MR9625: dlls/sane.ds: Make UI Non-Modal as required by Twain specification - approved
by Alexandre Julliard (@julliard) 03 Dec '25

03 Dec '25
This merge request was approved by Alexandre Julliard. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/9625
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Re: [PATCH v2 0/8] MR9667: msado15: Add _Recordset Supports and Index implementation. - approved
by Alexandre Julliard (@julliard) 03 Dec '25

03 Dec '25
This merge request was approved by Alexandre Julliard. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/9667
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Re: [PATCH v2 0/3] MR9666: ntdll: Rewrite arm64 packed unwind info handling. - approved
by Alexandre Julliard (@julliard) 03 Dec '25

03 Dec '25
This merge request was approved by Alexandre Julliard. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/9666
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Re: [PATCH v2 0/1] MR9665: libs/ldap: Consistently use unicode version of QueryContextAttributes(). - approved
by Alexandre Julliard (@julliard) 03 Dec '25

03 Dec '25
This merge request was approved by Alexandre Julliard. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/9665
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