Module: wine
Branch: master
Commit: c6f281fcf736628cc2f9121bfd9b057bba7ac327
URL: http://source.winehq.org/git/wine.git/?a=commit;h=c6f281fcf736628cc2f9121bf…
Author: Hans Leidekker <hans(a)codeweavers.com>
Date: Thu Apr 29 09:38:54 2010 +0200
msi: Make sure to only open a patch database in msi_apply_patch_package.
---
dlls/msi/action.c | 9 ++-------
1 files changed, 2 insertions(+), 7 deletions(-)
diff --git a/dlls/msi/action.c b/dlls/msi/action.c
index 0b23656..fd7f782 100644
--- a/dlls/msi/action.c
+++ b/dlls/msi/action.c
@@ -541,12 +541,7 @@ static UINT msi_apply_patch_package( MSIPACKAGE *package, LPCWSTR file )
TRACE("%p %s\n", package, debugstr_w( file ) );
- /* FIXME:
- * We probably want to make sure we only open a patch collection here.
- * Patch collections (.msp) and databases (.msi) have different GUIDs
- * but currently MSI_OpenDatabaseW will accept both.
- */
- r = MSI_OpenDatabaseW( file, MSIDBOPEN_READONLY, &patch_db );
+ r = MSI_OpenDatabaseW( file, MSIDBOPEN_READONLY + MSIDBOPEN_PATCHFILE, &patch_db );
if ( r != ERROR_SUCCESS )
{
ERR("failed to open patch collection %s\n", debugstr_w( file ) );
@@ -565,7 +560,7 @@ static UINT msi_apply_patch_package( MSIPACKAGE *package, LPCWSTR file )
/*
* There might be a CAB file in the patch package,
- * so append it to the list of storage to search for streams.
+ * so append it to the list of storages to search for streams.
*/
append_storage_to_db( package->db, patch_db->storage );
Module: wine
Branch: master
Commit: f09b8e454d932f3768c8ad5f6f4658ee587f291e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=f09b8e454d932f3768c8ad5f6…
Author: Henri Verbeet <hverbeet(a)codeweavers.com>
Date: Thu Apr 29 00:08:59 2010 +0200
wined3d: Avoid some needless depth buffer copies.
If an application switches between render targets of a different size, but
with the same depth/stencil surface it'll typically clear the depth/stencil
surface before drawing. However, in case of the smaller render target that
wouldn't be a full clear, so we'd have to do a depth copy if we also switched
between onscreen and offscreen rendering. Keeping track of which part of the
depth/stencil surface is current for onscreen/offscreen allows us to avoid
most of these kinds of copies. The current scheme requires the current/dirty
rectangle to have an origin at (0,0). This could be extended to an arbitrary
rectangle, but the bookkeeping becomes somewhat more complex in that case, and
it's not clear that there would be much of a benefit at this point.
---
dlls/wined3d/arb_program_shader.c | 78 +++++++++++++++++++++++++++++------
dlls/wined3d/device.c | 70 ++++++++++++++++++++++++++++---
dlls/wined3d/drawprim.c | 23 +++++++++-
dlls/wined3d/glsl_shader.c | 83 +++++++++++++++++++++++++++++++------
dlls/wined3d/shader.c | 2 +-
dlls/wined3d/surface.c | 21 ++++++++--
dlls/wined3d/swapchain.c | 4 +-
dlls/wined3d/wined3d_private.h | 6 ++-
8 files changed, 243 insertions(+), 44 deletions(-)
Diff: http://source.winehq.org/git/wine.git/?a=commitdiff;h=f09b8e454d932f3768c8a…