On Thu Oct 19 13:43:21 2023 +0000, Francisco Casas wrote:
> Oh no, you are right, compiling with the native compiler and running on
> Windows we get those broken results, so it is not a problem of the
> compiler itself.
Repeating what we concluded via chat. The reason this test is giving broken results is that, even if `u` is `int4`, the SM1 backend expects to receive it formatted as an IEEE Standard 754 float, so the shader runner should pass it formatted that way.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/417#note_49315
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v5: user32: Pass real argument to NtUserGetClassName in RealGetWindowClass{A/W}.
win32u: Add support for retrieving real window class ID across processes.
user32: Set real window class ID for user32 static controls.
win32u/tests: Add a test for real window class name retrieval.
comctl32/tests: Add tests for RealGetWindowClass.
user32/tests: Add tests for RealGetWindowClass.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4092
On Thu Oct 19 14:27:02 2023 +0000, eric pouech wrote:
> should have embedded it inside **sd_id128_get_machine_app_specific**
> (removing the machine-id parameter)
> you mean derive by keeping readable a field explicitely marked as non
> public !!!
sd_id128_get_machine_app_specific() requires cooperation from the app. That's not something we can expect from Windows apps. Windows apps should treat this information with confidentiality just like Linux apps. The game whose name I forgot collected several more or less unique IDs and calculated a hash over those values.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4108#note_49305