Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=18889
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v6: ntdll: Don't hard-code DLL manifest resource ID when looking up dependency assembly.
kernel32/tests: Test loading assembly manifest resource inside dependencies.
ntdll: Move ACTCTX lpResourceName validation to RtlCreateActivationContext.
kernel32/tests: Test setting lpResourceName to NULL for CreateActCtxW.
kernel32/tests: Remove test for ACTCTX_FLAG_HMODULE_VALID with hModule = NULL case.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2555
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54901
The pitch is treated as a byte offset between the rows of blocks in tx_compress_dxtn(), so is the Pitch from _LockRect() so it doesn't need a fixup.
That pitch has any effect only when dst texture stride is larger than width being compressed, that's why it was mostly not causing problems before.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2725
Mainly comprises support for allocating arrays of resources, and loading from them, for both SM1 and SM4.
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v6: vkd3d-shader/hlsl: Support resource arrays when writting SM4.
vkd3d-shader/hlsl: Write resource loads in SM1.
vkd3d-shader/hlsl: Write sampler declarations in SM1.
vkd3d-shader/hlsl: Track objects sampling dimension.
vkd3d-shader/hlsl: Track object components usage and allocate registers accordingly.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/159
Note: typeof (int * unsigned) is unsigned.
So:
- on 64bit CPUs, where sizeof(int) = 4 < sizeof(void*) = 8,
- when the result of the multiplication is supposed to be negative
- there's no progation of the negative sign from 32bit to 64 bit integers
Fixes a crash in Age of Empire II.
Signed-off-by: Eric Pouech <epouech(a)codeweavers.com>
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2723
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v4: vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_resource_store().
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_resource_load().
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_loop().
vkd3d-shader/hlsl: Pass an hlsl_block pointer to hlsl_new_loop().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/176
This patch makes index expressions on resources hlsl_ir_index nodes
instead of hlsl_ir_resource_load nodes, because it is not known if they
will be used later as the lhs of an hlsl_ir_resource_store.
For now, the only benefit is consistency.
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v2: vkd3d-shader/hlsl: Don't keep the implicit mipmap level on hlsl_ir_index.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/182
See https://bugs.winehq.org/show_bug.cgi?id=54832
I'm starting to see this particular FIXME in quite a few games (Escape Goat 2, Murder Miners, and Little Racers STREET to name a few), and since I'm not sure how to fix this I figured I could at least provide a test for someone that knows more SM4 than me :P
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v3: tests: Add a test for arrays with an expression as the index.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/189