Strings are opaque objects in HLSL. This implements recognizing string
literals and the `string` type.
This should fix the bug marked below but I'm not sure how to get my
hands on a copy of Lego Star Wars Saga to test it properly.
This is a super-duper draft MR; I'm certain there's problems with it.
I do at least have a passing test, though.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=50382
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/305
This series' main purpose is to fix the handles' attributes
of standard I/O handles in CreateProcess.
Needed behavior in CreateProcess is implemented by supporting
the DUPLICATE_SAME_ATTRIBUTES option in NtDuplicateObject() and
DuplicateHandle().
This option is not documented in SDK, but is in DDK.
Manifest constant has been added to DDK header (maybe now
Wine's DUPLICATE_MAKE_GLOBAL could be moved here to).
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4613
As _WINE_HWND_STYLE and _WINE_HWND_EXSTYLE respectively.
Gamescope parses these to make smarter decisions about what window
to primary focus, or to treat as a dropdown/overlay.
This was originally a Proton commit by Remi Bernon, however,
it would definitely be nice to have support for Gamescope focusing
correctly under upstream Wine as well.
Fixes a bunch of games/launchers run with Wine under Gamescope.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2902
The idea I have is to use this module to declare class stubs until there is a good reason to split them to dedicated modules. WinRT modules aren't usually loaded directly, and instead the registry is queried to figure which module to load for which class.
This would help avoiding unnecessary proliferation of stub WinRT modules, while at the same time allowing to factor WinRT foundation code (such as vector / async, etc...) between the modules that seem to deserve to be implemented separately.
The relevant classes could then be split out to dedicated modules on a as-needed basis, when they get fleshed out.
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v3: winewinrt: Factor IAsyncOperation<boolean> implementations.
winewinrt: Factor IAsyncInfo implementations.
winewinrt: Move Vector<HSTRING> from windows.media.speech.
widl: Write C type names for function parameters.
winewinrt: Factor Vector<IInspectable> implementations.
winewinrt: Introduce new static library.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2298
It's possible that a state object pointer not in the topology node collection gets passed to
session_get_node_object(). Instead of returning the last node when the object is not found, we
should return a NULL so that the state of the last node is not changed by mistake.
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v10: mf/tests: Test IMFMediaSession::Start().
mf: Support seeking while a session is started.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3572
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v7: vkd3d-shader/spirv: Handle thread group UAV barriers.
vkd3d-shader/spirv: Include Uniform in the memory semantics for UAV barriers.
vkd3d-shader/spirv: Handle globally coherent UAVs.
vkd3d-shader: Introduce a UAV_GLOBALLY_COHERENT descriptor info flag.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/306