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v2: kernelbase: Implement activation context switching for fibers.
ntdll: Implement RtlFreeActivationContextStack().
ntdll: Use ActivationContextStackPointer instead of referencing ActivationContextStack directly.
ntdll: Store current activation context stack pointer into a local variable.
ntdll: Factor out reading current activation context into a helper function.
kernel32/tests: Test for activation context switching between fibers.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2435
User32 uses the input codepage in Unicode edit control.
However, it uses ANSI codepage, i.e. CP_ACP, in ANSI version control.
Comctl32 is different from user32. It doesn't have A-W duality and uses the input codepage in it.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54424
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v3: comctl32/tests: Add WM_CHAR tests for edit control.
user32/edit: Use CP_ACP for WM_CHAR convresion in ANSI version control.
user32/tests: Fix WM_CHAR tests to use the input codepage.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2173
On my Steam Deck, this reduces the time it takes to initialize the wg_parser radically (by around 1 second). This helps in the game WILD HEARTS, which doesn't present while loading help videos during gameplay, causing large stutters.
Because GStreamer can randomly access the file with no known pattern on our side, I opted to implement this by buffering 4 chunks so that interleaved reads to different areas of the file don't cause us to discard and reload cached data more than we need to.
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v4: winegstreamer: Cache wg_parser input data.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2390
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v5: vkd3d: Pass an offset and size to d3d12_heap_unmap() in d3d12_resource_WriteToSubresource().
vkd3d: Call vkFlushMappedMemoryRanges() when unmapping of a heap is requested.
vkd3d: Pass an offset and size to d3d12_heap_map() in d3d12_resource_ReadFromSubresource().
vkd3d: Call vkInvalidateMappedMemoryRanges() when a mapping is requested on a heap.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/126
Stop changing their attributes in place. This is complex, somewhat brittle, and
currently broken for the Vulkan backend.
Restrict wined3d_texture_update_desc() to changing user memory and pitch.
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v2: wined3d: Remove no longer used arguments from wined3d_texture_update_desc().
https://gitlab.winehq.org/wine/wine/-/merge_requests/2535
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v3: winegstreamer: Output BGRx video from the media source.
winegstreamer: Move flipping based on RGB to the frontends.
winegstreamer: Translate the MF_MT_DEFAULT_STRIDE attribute to flipped video in mf_media_type_to_wg_format().
winegstreamer: Set the MF_MT_DEFAULT_STRIDE attribute in mf_media_type_from_wg_format().
winegstreamer: Initialize media source video types from a wg_video_format array.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2159