Currently, if a probe fails, it will print the line number of the [test]
block the probe is in, not the line number of the probe itself. This
makes it somewhat difficult to debug.
This commit makes it print the line number of the probe as well.
CC @zfigura
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v4: tests: Print the line number of the probe when a test fails.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/499
Currently, if a probe fails, it will print the line number of the [test]
block the probe is in, not the line number of the probe itself. This
makes it somewhat difficult to debug.
This commit makes it print the line number that a test fails at.
This code was actually written by @hverbeet for my first attempt at fixing this, !499.
CC @zfigura
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/516
When we have a Vulkan client subsurface, and depending on timings and
window state (e.g., fullscreen), we may not get the chance to apply new
surface configurations when presenting content to the main window
surface. To ensure new configurations are applied, also check for and
apply/ack configurations during Vulkan presentation.
This fixes some games which resize when they become fullscreen, but are
not properly placed by the compositor, because they never ack the
fullscreen state.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/4641
I sent this now because it is mostly boilerplate, with some small non-invasive patches at the end. First patch is basically all stubs except forwards from IHTMLEventObj2 getters (so it doesn't break current behavior).
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v3: mshtml/tests: Fix VariantClear on uninitialized variable.
mshtml: Implement `url` prop for StorageEvent objs.
mshtml: Send proper legacy storage event with actual url.
mshtml: Don't expose "restricted" members.
mshtml: Expose the other IHTMLEventObj* interfaces.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4619