v2: Use strlen() instead of lstrlenA() and adjust the formats accordingly.
--
v2: wininet/tests: Consistently use strlen() instead of lstrlenA().
wininet/tests: Consistently use strlen() in the InternetGetConnectedStateExA() tests.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2648
lparam != 0 does not imply lparam_size is big enough for a MSG, so we
can end up manipulating memory past the end of the buffer.
Co-authored-by: Jacek Caban <jacek(a)codeweavers.com>
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/2763
--
v3: d2d1/tests: Test IsSupported() for bitmap render targets.
d2d1: Implement d2d_bitmap_render_target_IsSupported().
d2d1/tests: Test IsSupported() for DC render targets.
d2d1: Implement d2d_dc_render_target_IsSupported().
d2d1/tests: Test IsSupported() for hwnd render targets.
d2d1: Implement d2d_hwnd_render_target_IsSupported().
https://gitlab.winehq.org/wine/wine/-/merge_requests/811
On Thu May 25 04:06:18 2023 +0000, Huw Davies wrote:
> The relative velocity thing is strange - I guess they got confused with light...
Maybe this is to avoid numerical issues when both the source and the listener are moving in the same direction at speeds close to the speed of sound.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/2891#note_33787
Indexing with non-constants offsets requires relative addressing in SM4. In assembly, this is written like in the following example:
```
x1[r1.x + 3]
```
The first part of this patch series only includes support for indexing vectors with non-constant indexes.
Following patches in https://gitlab.winehq.org/fcasas/vkd3d/-/commits/nonconst-offsets-3.
---
Non-constant indexing of vectors cannot be implemented with relative addressing in SM4 because this
indexation cannot be performed at the level of register-components, only whole registers.
Mathematical operations must be used instead.
For floats, the native compiler seems to index an identity matrix, to
get the i-th column, and then proceedes to compute the dot product
between that column and the vector. For ints, bit operations seem to be
performed.
While probably less efficient, this implementation complies with the
type-checking at the IR level and when writing bytecode.
--
v2: vkd3d-shader/hlsl: Support non-constant vector indexing.
vkd3d-shader/hlsl: Lower dot for integral types.
vkd3d-shader/hlsl: Introduce transform_derefs().
tests: Test indexing temps.
tests: Test non-constant vector indexing.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/207