Overwatch 2 verifies that every kernel callback that is run, lives in user32. Introduce a callback in user32 that just forwards to the other modules' callbacks.
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v19: include: Add a comment explaining why all kernel callbacks must be in user32.
user32: Remove NtUserDriverCallback* kernel callbacks.
winex11.drv: Route kernel callbacks through user32.
winex11.drv: Pass a struct to x11drv_ime_set_result.
winex11.drv: Pass a struct to x11drv_dnd_post_drop.
winemac.drv: Route kernel callbacks through user32.
wineandroid.drv: Route kernel callbacks through user32.
opengl32: Route kernel callbacks through user32.
winevulkan: Route kernel callbacks through user32.
user32: Add NtUserDispatchCallback kernel callback.
user.exe16: Move kernel callbacks to wow_callbacks.
https://gitlab.winehq.org/wine/wine/-/merge_requests/1180
General idea of this test is to show that a lot of factors influence the fog when transformed and untransformed vertex format was used:
- Directly changing z and w (which is not equal in the corners).
- Changing projection matrix that change z and w.
- Using different programmable/ff vs/ps shader.
- Using different depth bias.
- Chaging depth in pixel shader (oDepth) may or may not affect to colors depending on the vendor implementation.
- And various combinations of above.
This gives `succ` in all cases on this configs:
- Windows 10 with Radeon HD 8400 or Ivy Bridge GT1 (Intel HD Graphics).
- Windows 7 with Radeon HD 6450.
- Windows XP with GeForce Go 7300.
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v2: d3d9/tests: test table fog z vs rhw with shaders, depth bias, oDepth..
https://gitlab.winehq.org/wine/wine/-/merge_requests/2657
This seems to be relied on by some versions of [this Unreal Engine input plugin](https://www.unrealengine.com/marketplace/en-US/product/wm-input-man…
Note: I'm not sure how to deal with `HID_USAGE_GENERIC_KEYPAD`, which (I think) would fall under `RIM_TYPEKEYBOARD`. Do we need to store extra info to differentiate these from `HID_USAGE_GENERIC_KEYBOARD` or is there something in the device info struct that can differentiate them?
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v4: user32: Post WM_INPUT_DEVICE_CHANGE when registering for notifications
user32: Add tests for WM_INPUT_DEVICE_CHANGE messages
https://gitlab.winehq.org/wine/wine/-/merge_requests/2120
Convert all consecutive calls to d7_DrawPrimitive(TRIANGLE_FAN) into
a single call to d7_DrawPrimitive(TRIANGLE_LIST) with all the vertices.
Note, it *increase* the number of vertices, but bandwith is much less costly
than multiple calls.
Note, only a very precise subset of the calls get buffered in order to
ensure that the disruption is minimal.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=33814
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v21: ddraw: Increasing the vertex batch size on demand
ddraw: add d3d_perf statistics on buffering
wined3d: Add a TRACE in wined3d_streaming_buffer_unmap()
ddraw: Add a local buffer in d3d_device7_DrawPrimitive()
https://gitlab.winehq.org/wine/wine/-/merge_requests/2105
test_reuseaddr and test_exclusiveaddruse bind to the wildcard address
(0.0.0.0 or [::]). This may trigger a firewall alert on Windows 7, and
the alert UI window may interfere with user32:msg tests.
Fix this by trying to disable the firewall, and skipping the wildcard
address tests if it fails.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53891
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54202
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v2: ws2_32/tests: Try to disable firewall before testing with any addr.
ws2_32/tests: Factor out test_exclusiveaddruse from test_reuseaddr.
ws2_32/tests: Do ANY address tests in a separate loop in test_reuseaddr.
webservices/tests: Move firewall code to a common header.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2000