If the length of wszApplicationName exceeds 1024, it will cause an error
when writing to the subsequent stack space after exceeding the wcmd space,
Wcmd needs to be modified to dynamic allocation.
Signed-off-by: Jiajin Cui <cuijiajin(a)uniontech.com>
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3155
Fixes both a memory leak and an alloc/free mismatch, and the module heap
is the most appropriate place to hold the variable long-term.
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v2: dbghelp: Allocate real_path with the CRT and copy it to the module heap.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3016
There are two parts to this:
- First, a way to retrieve any signature from a DXBC shader. This is, I gather,
generally useful for reflection, and it can be used as one source with which
to implement d3d10 and d3d11 shader reflection APIs.
The rest of those APIs will need much more data to be exposed from d3d
shaders, and while I was originally planning to expose that all in a single
"vkd3d_shader_d3d_shader_info" structure, I think that signatures at least are
a reasonable enough subset to have a dedicated structure. Moreover, I did not
want to block sm1 support on too much API design.
- Second, signatures synthesized from sm1 byte code. This is conceptually a bit
weird, because sm1 does not have signatures, but in terms of how these APIs
are used by Wine (or other translation layers, as evidenced not least by the
Vulkan test shader runner, which I have locally adapted for sm1 but not
submitted yet) it fits rather nicely.
Because this is new API, it of course deserves plenty of discussion, especially
the sm1 part. Several open questions which occurred to me while writing are:
1. Should we fix the mask (and used mask) for sm1 signatures as 0xf rather than
0? SPIR-V cares about this in order to declare I/O variables, which makes
some amount of sense. In fact I have a patch in my local tree to change this,
specifically for that purpose. However, we could also normalize it later.
2. If we do fix the mask as nonzero, should single-component semantics (fog,
depth, etc...) be declared as 0x1 instead of 0xf?
3. Should BLENDINDICES get a UINT type? It's float in shader instructions (well,
kind of, although in practice it's used as an array index of course), but
the vertex attribute type is in practice "supposed" to be integer.
Part 1 of a series to implement sm1 -> spirv translation in vkd3d-shader,
brought to you by late nights spent coding and rereading The Waste Land.
Ganga was sunken, and the limp leaves
Waited for rain, while the black clouds
Gathered far distant, over Himavant.
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v4: vkd3d-shader: Synthesize signatures for d3dbc shaders.
vkd3d-shader: Introduce an API to retrieve all signatures from DXBC shaders.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/200
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v2: wineoss: Use mmdevapi's AudioClient's Initialize.
winecoreaudio: Use mmdevapi's AudioClient's Initialize.
winealsa: Use mmdevapi's AudioClient's Initialize.
winepulse: Move AudioClient's Initialize into mmdevapi.
wineoss: Use standard allocator in AudioClient's Initialize.
winecoreaudio: Use standard allocator in AudioClient's Initialize.
winealsa: Use standard allocator in AudioClient's Initialize.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3152