Alexandre Julliard pushed to branch master at wine / wine
Commits:
b1b5105c by Alexandre Julliard at 2025-04-02T11:35:45+02:00
ntdll: Only check HAVE_PTHREAD_TEB when setting %fs on Linux.
And set SYSCALL_HAVE_WRFSGSBASE independently.
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d45dafd7 by Alexandre Julliard at 2025-04-02T17:11:52+02:00
wineps.drv: Delay import winspool.
To avoid recursive initialization, since winspool.drv calls wineps.drv
from its DllMain, and after 55d2e55499fecbe57736eab80a5fc4a001e24040
winspool doesn't get preloaded during prefix creation.
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f6e55cad by Alexandre Julliard at 2025-04-02T17:11:52+02:00
kernelbase: Redirect system32 paths manually for delayed file moves.
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0518efe8 by Alexandre Julliard at 2025-04-02T17:11:52+02:00
setupapi: Don't print an error when failing to replace a native dll.
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62ef1f59 by Alexandre Julliard at 2025-04-02T17:11:52+02:00
setupapi: Delay fake dll installation until reboot for files in use.
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4 changed files:
- dlls/kernelbase/file.c
- dlls/ntdll/unix/signal_x86_64.c
- dlls/setupapi/fakedll.c
- dlls/wineps.drv/Makefile.in
View it on GitLab: https://gitlab.winehq.org/wine/wine/-/compare/90a9078eae1552dd84e75b8c58a14…
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Alexandre Julliard pushed to branch master at wine / wine
Commits:
a5735f4b by Brendan Shanks at 2025-04-02T10:27:39+02:00
ntdll: Remove ugly fallback method for getting a thread's GSBASE on macOS.
84760a8fb2cf9ed577c63957c5bdfc621d748a7f started using the documented
Mach API method.
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03277f2f by Brendan Shanks at 2025-04-02T10:27:43+02:00
ntdll: Ensure init_handler runs in signal handlers before any compiler-generated memset calls.
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928eb3a9 by Brendan Shanks at 2025-04-02T10:27:43+02:00
ntdll: Don't access the TEB through %gs when using the kernel stack in x86_64 syscall dispatcher.
In preparation for switching GSBASE on macOS.
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245e8ced by Brendan Shanks at 2025-04-02T10:27:45+02:00
ntdll: Set %rsp to be inside syscall_frame before accessing %gs in x86_64 syscall dispatcher.
If a signal occurs, is_inside_syscall() needs to return FALSE so GSBASE
is reset to the TEB.
In preparation for switching GSBASE on macOS.
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3a16aabb by Brendan Shanks at 2025-04-02T10:57:18+02:00
ntdll: On macOS x86_64, swap GSBASE between the TEB and macOS TSD when entering/leaving PE code.
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90a9078e by Brendan Shanks at 2025-04-02T11:00:59+02:00
ntdll: Remove x86_64 Mac-specific TEB access workarounds that are no longer needed.
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3 changed files:
- dlls/ntdll/loader.c
- dlls/ntdll/signal_x86_64.c
- dlls/ntdll/unix/signal_x86_64.c
View it on GitLab: https://gitlab.winehq.org/wine/wine/-/compare/8e2aea6290e823d2f5023e2bff5c2…
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Elizabeth Figura pushed to branch master at wine / wine-staging
Commits:
9b43d37f by Elizabeth Figura at 2025-04-02T12:59:45-05:00
winex11-_NET_ACTIVE_WINDOW: Restore.
This was not actually implemented upstream. Upstream does not send events; it only so far tracks changes made by other applications.
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e1b2c452 by Elizabeth Figura at 2025-04-02T13:37:06-05:00
Rebase against 8e2aea6290e823d2f5023e2bff5c2fec0880a65d.
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8 changed files:
- patches/user32-alttab-focus/0001-Send-WM_NCPOINTERUP-on-focus-regain.patch
- patches/user32-alttab-focus/definition
- patches/wineboot-ProxySettings/0001-wineboot-Initialize-proxy-settings-registry-key.patch
- patches/winex11-WM_WINDOWPOSCHANGING/definition
- + patches/winex11-_NET_ACTIVE_WINDOW/0001-winex11.drv-Add-support-for-_NET_ACTIVE_WINDOW.patch
- + patches/winex11-_NET_ACTIVE_WINDOW/0002-user32-Before-asking-a-WM-to-activate-a-window-make-.patch
- + patches/winex11-_NET_ACTIVE_WINDOW/definition
- staging/upstream-commit
View it on GitLab: https://gitlab.winehq.org/wine/wine-staging/-/compare/5b64f435e92f270c4792a…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
4ff14104 by Nikolay Sivov at 2025-04-02T19:34:25+02:00
vkd3d-shader/fx: Set GeometryShader state type as an object type.
Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
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25400819 by Nikolay Sivov at 2025-04-02T19:34:25+02:00
vkd3d-shader/fx: Accept int(0) as well as uint(0) constant value for object-type states.
Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
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2 changed files:
- libs/vkd3d-shader/fx.c
- tests/hlsl/effect-pass-states-fx_5.shader_test
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/ea21dddec98f4f08d027a76b5054…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
4b9c2327 by Francisco Casas at 2025-04-02T19:25:12+02:00
vkd3d-shader/ir: Reset instruction pointers after shader_instruction_array_insert_at().
Every call to shader_instruction_array_insert_at() means a possible
reallocation of all vsir instructions in the program. This means that all
previous pointers are potentially no longer valid.
We are currently using these potentially invalid pointers in some cases,
usually in the form of "ins->location". This commit fixes these.
I moved all pointer changes to right after the call to
shader_instruction_array_insert_at() to make this more evident.
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1 changed file:
- libs/vkd3d-shader/ir.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/commit/4b9c23272a89b1f362fd75605fa8d…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
10d87601 by Giovanni Mascellani at 2025-04-02T19:06:43+02:00
vkd3d-shader/ir: Validate register id and index for RESOURCE registers.
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9b7256c0 by Giovanni Mascellani at 2025-04-02T19:08:00+02:00
vkd3d-shader/ir: Validate register id and index for UAV registers.
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c181f147 by Giovanni Mascellani at 2025-04-02T19:08:50+02:00
vkd3d-shader/ir: Validate register id and index for SAMPLER registers.
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875c5df5 by Giovanni Mascellani at 2025-04-02T19:24:10+02:00
vkd3d-shader/ir: Validate register id and index for CONSTBUFFER registers.
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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/3e44bd4e5be10ce27d8800783cac…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
b1d89154 by Shaun Ren at 2025-04-02T18:49:52+02:00
vkd3d-shader/hlsl: Divert written uniform derefs to temps before copy-propagation passes.
The following pixel shader currently triggers an infinite loop during
copy propagation, which is fixed by this commit:
sampler s;
Texture2D t1, t2;
float4 main() : sv_target
{
Texture2D t = t1;
t1 = t2;
t2 = t;
return t1.Sample(s, float2(0, 0)) + t2.Sample(s, float2(0, 0));
}
The infinite loop occurs because copy_propagation_transform_object_load()
replaces t1 in the resource_load(t1, ...) instruction
with t2, t1, t2, ... repeatedly.
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7aebed0e by Shaun Ren at 2025-04-02T18:49:52+02:00
vkd3d-shader/hlsl: Ensure that uniform objects are never written to in copy_propagation_transform_object_load().
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3e44bd4e by Shaun Ren at 2025-04-02T18:51:10+02:00
tests/hlsl: Add a test for copy-propagation of uniform texture object writes.
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2 changed files:
- libs/vkd3d-shader/hlsl_codegen.c
- tests/hlsl/hard-copy-prop.shader_test
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/3ead8d532b76e1dd03d080d0e99a…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
b6ce1479 by Francisco Casas at 2025-04-02T18:06:18+02:00
tests/hlsl: Test vertex shader uniform indirect addressing.
Note that, for indexes with a decimal part, the behavior is different
depending on whether it is a temp load or a direct uniform load (which
can only happen on vertex shaders). The former rounds to the
closest-to-zero, while the latter rounds to the nearest even.
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2327f87e by Francisco Casas at 2025-04-02T18:06:48+02:00
tests/hlsl: Test SM1 vertex shader uniform allocation on indirect addressing.
Here, a vertex shader version of the previous test by Shaun is
introduced. Note that in this case the uniform allocates all 4 registers
instead of 3 because it is indirectly addressed.
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0e0ed726 by Francisco Casas at 2025-04-02T18:06:48+02:00
vkd3d-shader/d3dbc: Respect "idx_count" when writing registers.
Some SM1 src registers have idx_count = 0, in which case we have to
respect that instead of always reading reg->reg.idx[0].offset even when
it is invalid.
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fd02d69d by Francisco Casas at 2025-04-02T18:26:03+02:00
vkd3d-shader/hlsl: Implement indirect addressing for d3dbc target profiles.
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f65e6265 by Francisco Casas at 2025-04-02T18:27:16+02:00
vkd3d-shader/ir: Normalise MOVA and d3dbc indirect addressing.
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3ead8d53 by Francisco Casas at 2025-04-02T18:27:16+02:00
vkd3d-shader/hlsl: Allow non-constant deref propagation on SM1.
Note that we still have to preempt the propagation to SM1 pixel shader
uniforms. Otherwise this will turn the many constant derefs that appear
from the <index-val> copy generated in lower_index_loads() into a single
non-constant deref, causing it to allocate all the registers instead of
up until the last one used.
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5 changed files:
- libs/vkd3d-shader/d3dbc.c
- libs/vkd3d-shader/hlsl_codegen.c
- libs/vkd3d-shader/ir.c
- tests/hlsl/non-const-indexing.shader_test
- tests/hlsl/sm1-const-allocation.shader_test
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/20b76f87bffa5fccb794118a63e3…
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