Removing WINED3D_RS entries from state tables and moving stubs to wined3d_device_apply_stateblock.
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v4: wined3d: Move the WINED3D_RS_ENABLEADAPTIVETESSELLATION stub to wined3d_device_apply_stateblock.
wined3d: Move the WINED3D_RS_ADAPTIVETESS_W stub to wined3d_device_apply_stateblock.
wined3d: Move the WINED3D_RS_ADAPTIVETESS_Z stub to wined3d_device_apply_stateblock.
wined3d: Move the WINED3D_RS_ADAPTIVETESS_Y stub to wined3d_device_apply_stateblock.
wined3d: Move …
[View More]the WINED3D_RS_ADAPTIVETESS_X stub to wined3d_device_apply_stateblock.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2469
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Without this patch the process will silently die.
I managed to trigger this while trying to trace Child of Light with Renderdoc,
the latter of which crashed in its own "TargetControlServerThread".
This, confusingly, manifested in the game restarting itself without the Ubisoft
overlay; apparently the game or one of its launchers was capable of recognizing
when the process had died and restarting it, but would not try to inject the
overlay a second time. I have not investigated the cause of the …
[View More]crash; it is not
unlikely that it resulted from the overlay injection (despite the fact that that
should only directly affect PE code.)
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v5: ntdll: Print an error if we receive a signal not on the signal stack.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2126
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> Only if you accept that it overflows above the install button, I'm not sure that's better.
You're right, it does overflow with some of the translations.
This seems like the safest way to add it:

I checked the longest `Install theme` translation, which is Lithuanian, and it doesn't overflow:

Alternatively, the `Color` combo box could be moved to the first row like so:

Which of these would be most preferable? I'm leaning towards the second one.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2183#note_27712
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This node type is intended for use during parse-time.
While we parse an indexing expression such as `a[3]`, we don't know if
it will end up as part of an expression (in which case it must be folded
into a load) or it is for the lhs of a store (in which case it must be
folded into the store's deref). This node type is used to represent these accesses and no longer rely on building an `hlsl_ir_load` for each array index or struct record access.
`hlsl_ir_index` chains are lowered into derefs …
[View More]when (and if) they are used to specify the lhs of an assignment. All `hlsl_ir_index`es are lowered into `hlsl_ir_load`s with a compilation pass.
The changes introduced in these series allow to solve the problem with the return variable of function calls presented in !93, and to properly support assignment to matrix indexes, which is something we are not doing correctly.
Further patches (in my [index node](https://gitlab.winehq.org/fcasas/vkd3d/-/commits/index_node) branch) add support for indexing non-load expressions, such as `(a + b)[1]` and allowing to represent resource loads through `hlsl_ir_index`, so that `hlsl_ir_resource_store`s don't have to rely on `hlsl_ir_resource_load`s.
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v3: vkd3d-shader/hlsl: Copy index chain values into synthetic vars.
tests: Test indexing of non-loads.
vkd3d-shader/hlsl: Support column-major matrix indexing in the lhs.
vkd3d-shader/hlsl: Always load from a synthetic copy in add_load_component().
vkd3d-shader/hlsl: Remove add_load_index().
vkd3d-shader/hlsl: Use hlsl_ir_index for array and record access.
vkd3d-shader/hlsl: Introduce hlsl_ir_index.
tests: Test side effects on indexes.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/124
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v8: winegstreamer: Implement ProcessInput and ProcessOutput for WMV decoder DMO.
winegstreamer: Create wg_transform for WMV decoder.
winegstreamer: Ignore framerate of media type for WMV decoder DMO.
winegstreamer: Add format field to wmv wg_format.
mf/tests: Test time length returned by ProcessOutput.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2258