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
On Thu Oct 19 14:27:02 2023 +0000, Hans Leidekker wrote:
> What should applications have used if /etc/machine-id wasn't readable?
> I think it's fine to derive the missing fields from machine-id.
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 !!!
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4108#note_49304
The PE build uses FlsAlloc(), which for our purposes makes no difference vs TlsAlloc(), and allows the use of a destruction callback.
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v6: vkd3d: Replace the descriptor object cache with a thread-local implementation.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/384
On Thu Oct 19 13:35:46 2023 +0000, Francisco Casas wrote:
> I see. So the `probe` part may be deserving of a `todo(sm<4)`.
> I made patches for that on the second part of !418, but I think that for
> now it is okay to leave the requirement.
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.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/417#note_49297