Giovanni Mascellani (@giomasce) commented about libs/vkd3d-shader/hlsl_sm1.c:
> write_sm1_unary_op(ctx, buffer, D3DSIO_FRC, &instr->reg, &arg1->reg, D3DSPSM_NONE);
> break;
>
> + case HLSL_OP2_DOT:
> + switch (dst_type->base_type)
> + {
> + case HLSL_TYPE_FLOAT:
I think that SM1 basically only supports float, which is why all the other operations do not have this switch on the data type. I am not really confident on the details of this, but I guess that only float operations should arrive here anyway.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/74#note_22624
This series brings some improvements for debugging support
in the new wow64 environment:
- detects and adapt to the new environement
- fixes a couple of bugs appearing now
- adds a couple of tests
- extends winedbg to hide or display the modules when
multiple machines are used in the same process
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v2: dbghelp: Identify a 32bit multi-arch wow64 debuggee as a live target.
winedbg: Don't expose to gdb module which machine isn't the process' one.
winedbg: Handle multi-machine process in command 'info share'.
dbghelp: Filter on machine when searching for Wine system PE modules.
dbghelp: Allow loading modules for different machines.
dbghelp: Add tests about modules loading.
dbghelp: Stop unwinding on potential 64bit frame for i386 cpu.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2078
Bunch of misc fixes and preparations for further improvements. The location changes are especially important later when we'll use outer windows everywhere we pass them to external callers (such as script engines, since inner windows are an implementation detail and all operations otherwise should go through the outer window "proxy").
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v2: mshtml: Embed the HTMLLocation into the outer window.
mshtml: Tie window.location to the outer window.
mshtml: Return undefined from window.XMLHttpRequest for uninitialized
jscript: Pass the correct ServiceProvider when invoking external prop.
mshtml: Use Scrollbar_Auto as default for vertical scrollbars.
include/mshtml: Add the other IHTMLEventObj* interfaces.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2069
Needed for Gungrave G.O.R.E. (besides some bits in raw AAC handling).
The game is fine with GetInputStatus always returning MFT_INPUT_STATUS_ACCEPT_DATA for both h264 and aac but I think it is better to be correct here.
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v2: winegstreamer: Set MF_SA_D3D11_AWARE attribute for h264 transform.
winegstreamer: Implement _GetInputStatus() for aac decoder transform.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2080