Multiple fork and join phases are eliminated. Signature elements are merged where required, and all input/output parameters are rewritten.
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v2: vkd3d-shader/trace: Trace the normalised instruction array after tracing the input.
vkd3d-shader/spirv: Normalise signatures and input/output registers to the Shader Model 6 pattern.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/84
On Windows it seems sending to port 0 does nothing and does not error.
Presently sendmsg errors with EINVAL.
This works around it, by checking if it's port 0 then skipping the data.
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v15: ntdll: Do not send data to port 0.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2100
On Windows it seems sending to port 0 does nothing and does not error.
Presently sendmsg errors with EINVAL.
This works around it, by checking if it's port 0 then skipping the data.
--
v14: ntdll: Do not send data to port 0.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2100
> > but we could return it from the send_socket server request
>
> Where would I look into this I see the 'macro' call inside `sock_send`, but looking at `send_socket_reply` does not seem to have an protocol attached?
It's automatically generated. You'd need to edit protocol.def and then run tools/make_requests.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2100#note_23545
On Windows it seems sending to port 0 does nothing and does not error.
Presently sendmsg errors with EINVAL.
This works around it, by checking if it's port 0 then skipping the data.
--
v11: ntdll: Do not send data to port 0.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2100
> but we could return it from the send_socket server request
Where would I look into this I see the 'macro' call inside `sock_send`, but looking at `send_socket_reply` does not seem to have an protocol attached?
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/2100#note_23543