Allowing the job to fail to avoid failing the pipeline. Some new tests
are failing with it, and some are succeeding todo_wine.
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v2: gitlab: Run user32 32-bit tests with nulldrv driver.
user32/tests: Update todos specific to the X11 display driver.
user32/tests: Check graphics driver and add todos for nulldrv.
https://gitlab.winehq.org/wine/wine/-/merge_requests/1259
> I do think that as a matter of principle having test coverage for the different intrinsics we implement is simply a good idea. These tests don't necessarily need to be complicated; see e.g. "sqrt.shader_test" for a straightforward example.
For the record, at some point I duplicated some tests so that both the constant folding path and the real codegen path would be tested. See for example `arithmetic-float.shader_test` vs `arithmetic-float-uniform.shader_test`. It wouldn't probably be a bad idea to make that more systematic, but I agree that's not a requirement for this MR. Just saying.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/68#note_21781
The PE build of vkd3d uses Windows critical sections for synchronisation, and
these slow down on the very high lock/unlock rate during multithreaded
descriptor copying in Shadow of the Tomb Raider. This patch speeds up the
demo by about 8%. By comparison, using SRW locks in the allocators and
locking them for read only where applicable is about 4% faster.
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v3: vkd3d: Store a heap array index in each CBV/SRV/UAV descriptor.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/67