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
The problem is that registry save is a very heavy operation (scheduled each 30sec in wineserver) during which server doesn't process any requests and the whole prefix is stalled for the duration of the operation.
For some reference, the process takes from 50-100ms here up to 1-1.5sec with default initial registry (after some registry modifications which trigger actual registry flush), depending on the filesystem type and state (as huge time may be spent in file close / rename). With the same registry after this patchset the server part (flush_key returning the whole registry data) is taking ~4-5mcs, measured from the client side so that already includes data transfer.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3124
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
This patch set now has 24 test failures in wmvcore/tests/wmvcore.c: test_async_reader_streaming(). So it won't be merged now. But I'd like to have it reviewed to see if I was doing things in the right direction.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3193
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