> @zfigura Can you elaborate on this? I don't see a clean way of doing this in ntdll without modifying `struct afd_bind_params`, `struct afd_connect_params`, etc. to add a field for the Unix path, since none of the other `sock_ioctl` cases add on varargs.
afd_bind_params et al. should already take a variable sized sockaddr, and the struct definitions in include/wine/afd.h mention that specifically. Am I missing something?
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2786#note_33106
Stefan Dösinger (@stefan) commented about dlls/d3d8/tests/device.c:
> + BOOL has_texture;
> + DWORD filters[7];
> + }
> + tests[] =
> + {
> + {
> + TRUE,
> + {
> + D3DTEXF_NONE,
> + D3DTEXF_POINT,
> + D3DTEXF_LINEAR,
> + D3DTEXF_ANISOTROPIC,
> + D3DTEXF_FLATCUBIC,
> + D3DTEXF_GAUSSIANCUBIC,
> + 0xdeadbeef,
> + },
This feels awkward, the filter enum is the same in both cases.
I think the test[] array can be removed entirely, or one filter[] array be used for both. (At which point tests[] becomes a relatively pointless array with TRUE and FALSE in it).
I am not married to testing the value 0xdeadbeef, D3DTEXF_GAUSSIANCUBIC + 1 (6) would work just as well imo. That'd allow you to do for (mip = 0; mip <= D3DTEXF_GAUSSIANCUBIC + 1; ++mip).
To answer your question re texture formats that can't be filtered: To my knowledge that doesn't exist in d3d8, and there is no equivalent to D3DUSAGE_QUERY_FILTER in d3d8 - this value is used to check for filtering capability in IDirect3D9::CheckDeviceFormat.
Hypothetically, a volume texture could have different filter capabilities than a 2D texture. This seems to be the case even on my r200 - it supports mip filters (D3DPTFILTERCAPS_MIPFPOINT, D3DPTFILTERCAPS_MIPFLINEAR) for 2D, but not cube or 3D textures. I highly doubt that it complains about this in ValidateTexture though. I'll give it a try just in case.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2821#note_33093
Stefan Dösinger (@stefan) commented about dlls/d3d8/device.c:
> hr = wined3d_device_validate_device(device->wined3d_device, pass_count);
> wined3d_mutex_unlock();
>
> + /* In d3d8, texture filters are not validated, so errors concerning
> + * unsupported ones are ignored here. */
> + if (hr == WINED3DERR_UNSUPPORTEDTEXTUREFILTER) {
> + *pass_count = 1;
> + return D3D_OK;
> + }
Two small requests here: Please follow the code style of the rest of the file (put the { on its own line), and print a WARN message, e.g. WARN("Ignoring invalid texture filter settings.\n");
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2821#note_33092
On Thu May 18 11:12:53 2023 +0000, Zebediah Figura wrote:
> > "Unfortunately, last time I tried to write tests for Unix sockets, I
> started triggering kernel panics in Windows." It seems like a Windows
> specific issue! A kernel panic should never occur, even when provided
> with invalid data.
> Well... yes? I'm not sure what your point is.
> > I think it's best to ignore Windows <-> Unix communications tests for
> now as I don't think `winetest` allow running tests in both Windows and
> Unix space at the same time, that would require `winetest` supporting
> `wsl` when testing on Windows10+, and I think `wsl` support is out of
> scope of this PR.
> I'm not requesting tests for host interop here, and while I don't think
> it's a bad idea (for some measure of stability) we don't have the
> infrastructure to do those kinds of tests.
"Well... yes? I'm not sure what your point is."
It's just it made me laugh a bit that you made windows crash that easily by accident.
I just pointed out the obvious cause I found it funny.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2786#note_33080
Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
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v10: tests: Add RWBuffer writing test.
tests: Add support for UAV buffers in the d3d11 runner.
tests: Add support for UAV buffers to d3d12 runner.
tests: Add support for UAV buffers in Vulkan runner.
vkd3d-shader/hlsl: Improve UAV format type checking for buffer types.
vkd3d-shader/hlsl: Add support for writing RWStructuredBuffer declarations.
vkd3d-shader/hlsl: Add support for RWBuffer object.
vkd3d-shader: Fix dcl_uav_typed_* formatting.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/193