Alexandre Julliard pushed to branch master at wine / wine
Commits:
b81f0521 by Nikolay Sivov at 2025-03-18T10:12:30+01:00
comctl32/tests: Add a LVN_ENDLABELEDIT test with empty text.
Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
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c488f46e by Anders Kjersem at 2025-03-18T10:12:31+01:00
comctl32/listview: Never use null buffer with LVN_ENDLABELEDIT on a text change.
Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
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2 changed files:
- dlls/comctl32/listview.c
- dlls/comctl32/tests/listview.c
View it on GitLab: https://gitlab.winehq.org/wine/wine/-/compare/6298b0cab2086ae61f46b284d22c4…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
05f7f03d by Giovanni Mascellani at 2025-03-18T15:53:59+01:00
tests: Mark a queue synchronization test as buggy on MoltenVK.
The graphics pipeline triggers an internal error in the Metal
pipeline compiler, with a completely generic error message. I have
no idea what the actual problem is.
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803bf596 by Giovanni Mascellani at 2025-03-18T15:55:29+01:00
tests: Mark an early depth stencil test as buggy on MoltenVK.
On MoltenVK it seems that all draws are always executed,
independently of the early depth stencil test. The problem doesn't
seem to belong to vkd3d or MoltenVK, because the generated Metal
commands look correct. I tried looking at a GPU capture with Xcode,
which was not very conclusive because it doesn't state clearly
whether early fragment tests were passed or not. Sometimes it
says that a fragment shader execution had no thread execution
data, which I interpret as the early fragment tests having
prevented the fragment shader from running, but it's not really
consistent, and it's never clear which results are based on
software simulation and which on the hardware run.
However taking everything into account I think the most likely
explanation is some incorrect optimization at the Metal level.
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1 changed file:
- tests/d3d12.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/8f19d02501e1c1660bfb58926e05…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
8af31739 by Shaun Ren at 2025-03-18T15:40:11+01:00
vkd3d-shader/hlsl: Support input primitive arrays in geometry shaders.
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b1ace576 by Shaun Ren at 2025-03-18T15:40:11+01:00
vkd3d-shader/hlsl: Implement input semantics for geometry shaders.
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bd055fac by Shaun Ren at 2025-03-18T15:46:02+01:00
vkd3d-shader/hlsl: Store geometry shader properties in struct vsir_program.
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62c00be8 by Shaun Ren at 2025-03-18T15:46:07+01:00
vkd3d-shader/tpf: Emit geometry shader property declarations.
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8f19d025 by Shaun Ren at 2025-03-18T15:46:07+01:00
tests: Add a signature reflection test for geometry shader inputs.
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7 changed files:
- libs/vkd3d-shader/d3d_asm.c
- libs/vkd3d-shader/dxil.c
- libs/vkd3d-shader/hlsl_codegen.c
- libs/vkd3d-shader/tpf.c
- libs/vkd3d-shader/vkd3d_shader_private.h
- tests/hlsl/geometry-shader-syntax.shader_test
- tests/hlsl_d3d12.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/2377db33db1ec2eebbae2debd328…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
549659da by Giovanni Mascellani at 2025-03-18T15:33:27+01:00
vkd3d-shader/spirv: Run the vsir passes before creating the SPIR-V generator.
This makes it more similar to the MSL and GLSL generators. It also looks
like a cleaner design, the backend is supposed to get access to the vsir
program after it has gone through the pipeline.
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5ce03258 by Giovanni Mascellani at 2025-03-18T15:34:04+01:00
vkd3d-shader/spirv: Immediately store a reference to the program in the SPIR-V generator.
So it doesn't have to be passed around uselessly.
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fc520e7b by Giovanni Mascellani at 2025-03-18T15:34:16+01:00
vkd3d-shader/spirv: Do not store duplicate references to the signatures.
They are already available through the program.
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4308fa3f by Giovanni Mascellani at 2025-03-18T15:37:57+01:00
vkd3d-shader/spirv: Do not steal the instruction array from the vsir program.
There is no need, and it only complicates tracking ownership.
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2377db33 by Giovanni Mascellani at 2025-03-18T15:38:01+01:00
vkd3d-shader: Represent descriptor information in the vsir program.
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6 changed files:
- libs/vkd3d-shader/glsl.c
- libs/vkd3d-shader/ir.c
- libs/vkd3d-shader/msl.c
- libs/vkd3d-shader/spirv.c
- libs/vkd3d-shader/vkd3d_shader_main.c
- libs/vkd3d-shader/vkd3d_shader_private.h
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/ea99d2c2cd1016018a03fc90522d…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
a3f80061 by Francisco Casas at 2025-03-18T14:25:26+01:00
tests/hlsl: Test for loss of precision on integer negation in d3dbc target profiles.
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08067247 by Francisco Casas at 2025-03-18T15:21:43+01:00
tests/hlsl: Test integer modulus with big integers.
Note that in d3dbc target profiles it gives different results when this
operation is constant folded compared to when it is not.
This suggests that whatever pass lowers the modulus operation to d3dbc
operations doesn't do it before constant folding.
Also note that when constant folded, d3dbc results differ from tpf
results for negative operands, because of the loss of precision that
happens when NEG is constant folded.
So the same integer modulus expression can have 3 different results
depending on the context.
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e3923876 by Francisco Casas at 2025-03-18T15:25:41+01:00
tests/hlsl: Test integer division with big integers.
Similarly to the modulus operator, d3dbc results with constant folding
are different from results when constant folding cannot be applied, and
different from tpf results.
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828afe18 by Francisco Casas at 2025-03-18T15:27:03+01:00
vkd3d-shader/hlsl: Don't lower integer MOD and DIV on const passes for d3dbc target profiles.
These bitwise operations are not available in these profiles.
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ea99d2c2 by Francisco Casas at 2025-03-18T15:27:04+01:00
vkd3d-shader/hlsl: Lower integer modulus for d3dbc target profiles.
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3 changed files:
- libs/vkd3d-shader/hlsl_codegen.c
- tests/hlsl/arithmetic-int-uniform.shader_test
- tests/hlsl/arithmetic-int.shader_test
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/bc382c68359c9005bf84becf0013…
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Alistair Leslie-Hughes pushed to branch master at wine / wine-staging
Commits:
fa0cd8ea by Alistair Leslie-Hughes at 2025-03-18T10:16:45+11:00
Rebase against 6298b0cab2086ae61f46b284d22c420dfbb2b44e.
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3 changed files:
- patches/ntdll-Junction_Points/0011-ntdll-Follow-reparse-points-during-path-resolution.patch
- − patches/ntdll-Junction_Points/0016-ntdll-Find-dangling-symlinks-quickly.patch
- staging/upstream-commit
View it on GitLab: https://gitlab.winehq.org/wine/wine-staging/-/commit/fa0cd8ead07e8308dae196…
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