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wine-gitlab@list.winehq.org

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  • 35848 discussions
[PATCH v5 0/1] MR1698: win32u: Pass the client instance to NtUserCreateWindowEx.
by Sven Baars (@sbaars) 07 Dec '22

07 Dec '22
This fixes the regressions mentioned in the following bugs Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53568 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53646 -- v5: win32u: Pass the client instance to NtUserCreateWindowEx. https://gitlab.winehq.org/wine/wine/-/merge_requests/1698
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[PATCH 0/1] MR1715: Revert "ntdll: Call usleep() instead of NtYieldExecution() in NtDelayExecution()."
by Zhiyi Zhang (@zhiyi) 07 Dec '22

07 Dec '22
Manual tests on Windows 10 show that calling Sleep(0) or NtDelayExecution() with zero timeout in a loop do consume 100% of a CPU core, which is closer to the behavior of NtYieldExecution() than usleep(0). usleep(0) gives up the remaining timeslices even if there are no other threads to switch to, causing low utilization of CPU and performance issues. The original patch is b1a79c6 and the idea is to use usleep(0) to avoid a thread taking 100% of a CPU core for StarCraft 2 and Shadow of the Tomb Raider. However with wine-7.22, reverting the usleep(0) patch causes no behavior changes. For Shadow of the Tomb Raider, the 100% CPU issue is gone with or without the patch. For StarCraft 2, there is always a thread taking 100% CPU even with the patch. After discussing with Matteo, we decided it's better to revert the patch. Fix Mortal Kombat X performance drop during tower selection and Ragnarok Online bad performance. This reverts commit e86b4015ff405d4c054b8a5bc855ee655e1a833c. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53327 -- https://gitlab.winehq.org/wine/wine/-/merge_requests/1715
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[PATCH v4 0/1] MR1698: user.exe16: Set the right instance after creating a window.
by Sven Baars (@sbaars) 07 Dec '22

07 Dec '22
This fixes the regressions mentioned in the following bugs Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53568 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53646 -- v4: user.exe16: Set the right instance after creating a window. https://gitlab.winehq.org/wine/wine/-/merge_requests/1698
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[PATCH 0/7] MR1724: wineps: Initial work on print processor
by Piotr Caban (@piotr) 07 Dec '22

07 Dec '22
-- https://gitlab.winehq.org/wine/wine/-/merge_requests/1724
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[PATCH 0/2] MR1666: Fix GCC12 warnings in msvcr* tests.
by eric pouech (@epo) 07 Dec '22

07 Dec '22
-- https://gitlab.winehq.org/wine/wine/-/merge_requests/1666
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[PATCH v3 0/1] MR1698: user.exe16: Set the right instance after creating a window.
by Sven Baars (@sbaars) 07 Dec '22

07 Dec '22
This fixes the regressions mentioned in the following bugs Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53568 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53646 -- v3: user.exe16: Set the right instance after creating a window. https://gitlab.winehq.org/wine/wine/-/merge_requests/1698
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[PATCH v2 0/1] MR1698: user.exe16: Set the right instance after creating a window.
by Sven Baars (@sbaars) 07 Dec '22

07 Dec '22
This fixes the regressions mentioned in the following bugs Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53568 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53646 -- v2: user.exe16: Set the right instance after creating a window. https://gitlab.winehq.org/wine/wine/-/merge_requests/1698
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[PATCH v2 0/2] MR1710: mf: Discard end of presentation on IMFMediaSession_Stop.
by Rémi Bernon 07 Dec '22

07 Dec '22
MR !607 was trying to fix an issue with Life Is Strange Remastered, but although it fixed some race conditions with presentation end, the issue it was trying to fix is still there. The game calls IMFMediaSession_Stop while the presentation is ending, expects that command to quickly execute, interrupting the presentation end and emitting a MESessionStopped event instead of the MESessionEnded. Delaying the Stop command and emitting the MESessionEnded event breaks the game assumptions and it crashes. -- v2: mf: Discard end of presentation on IMFMediaSession_Stop. https://gitlab.winehq.org/wine/wine/-/merge_requests/1710
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[PATCH 0/2] MR1725: Enabling long types in wined3d.
by eric pouech (@epo) 07 Dec '22

07 Dec '22
-- https://gitlab.winehq.org/wine/wine/-/merge_requests/1725
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Re: [PATCH v2 0/5] MR1693: wined3d: Gate feature level on the appropriate Vulkan features.
by Henri Verbeet (@hverbeet) 07 Dec '22

07 Dec '22
On Wed Dec 7 03:23:03 2022 +0000, Zebediah Figura wrote: > > This is probably fine for simplicity, but note the existence of > WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS (and "NumSimultaneousRTs" more > generally); this is not strictly a requirement for D3D 9.3. > Is it not? [1] at least states it is. For d3d9 we'd presumably want to > set WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS appropriately (which, > granted, I don't have a patch for yet) but in terms of setting feature > levels it seems right? > [1] https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct… Oh, I was looking at the required features for Direct3D 9, not Direct3D 11 downlevel devices. For the most part that shouldn't matter too much, because we'll happily create a device with a lower feature level in d3d9, but we do restrict the maximum shader version based on the feature level (shader_max_version_from_feature_level()). I.e., AFAIK in d3d9 it should be possible to use shader model 3 shaders without having D3DPMISCCAPS_INDEPENDENTWRITEMASKS. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/1693#note_18956
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