In preparation for nulldrv display modes support.
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v6: win32u: Move display placement logic out of graphics drivers.
win32u: Move full display mode lookup out of graphics drivers.
win32u: Use current mode position if desired mode doesn't specify it.
win32u: Always copy devmode in validate_display_settings.
win32u: Read registry or current mode when validation needs it.
https://gitlab.winehq.org/wine/wine/-/merge_requests/576
On Tue Aug 9 15:07:54 2022 +0000, Brendan Shanks wrote:
> It would be nice if this was large-address-aware, likely based on the
> `SystemEmulationBasicInformation` `HighestUserAddress` the same way it's
> done in `wow64`.
Yes, good idea. I copied it from audio drivers, we will probably want to change it widespread.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/611#note_6015
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v2: d3d9/tests: Add more tests for dirty rect handling.
d3d8/tests: Add more tests for dirty rect handling.
d3d8/tests: Read back directly from the specified surface if possible.
d3d9/tests: Expand tests for valid pools in UpdateTexture().
d3d8/tests: Expand tests for valid pools in UpdateTexture().
wined3d: Use wined3d_array_reserve() in wined3d_adapter_create_output().
https://gitlab.winehq.org/wine/wine/-/merge_requests/581
Some games (such as Digimon Survive) create temporary video files and
will hang if deleting them fails. Open the files with FILE_SHARE_DELETE,
which will allow this deletion to go ahead even if the FileSource hasn't
yet been closed.
Note that many windows codec packs do themselves open files without
FILE_SHARE_DELETE, so a similar hang can be observed in some windows
configurations.
I haven't checked that this is the file share mode used on windows
(alas, I don't have a windows machine available), so I haven't removed
the FIXME comment. Equally, I also updated the CreateFileW() call
in get_media_type(), but that _may_ be unnecessary.
I've added a basic test, but haven't had the opportunity to run it on Windows yet.
Otherwise, this patch is also available against Proton Experimental here: https://github.com/ValveSoftware/wine/pull/156
It also has been confirmed to fix the issue with Digimon Survive independently: https://github.com/ValveSoftware/Proton/issues/6041#issuecomment-1200486581
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https://gitlab.winehq.org/wine/wine/-/merge_requests/614
Fixes black screen in Sweet Transit game.
The game depends on ID3D11Device_CreateInputLayout to fail properly when mandatory VS input is not filled. It is coming from MonoGame engine available as source, here is the place of interest: https://github.com/MonoGame/MonoGame/blob/158c0154ac18ed6102c65e24665c6a080…
As far as my testing goes:
- missing mandatory inputs cause failure, extra elements in input layout are fine;
- shader type is not checked;
- what is mandatory is unrelated to sysval semantics value in dxbc, it probably just checks for sv_ special names with position being a special case which is still mandatory;
- there are more validation checks which are not implemented in this patch, e. g., for InputSlotClass validity. There is a single todo_wine test for that, but it doesn't cover all the specifics.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/618
mf_media_type_from_wg_format() may return NULL.
Fix Airborne Kingdom crash at start because WG_AUDIO_FORMAT_UNKNOWN is passed to
mf_media_type_from_wg_format().
Signed-off-by: Zhiyi Zhang <zzhang(a)codeweavers.com>
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https://gitlab.winehq.org/wine/wine/-/merge_requests/616