--
v3: d3d10/effect: Add 'ceil' instruction for expressions.
d3d10/effect: Add 'dot' instruction support for expressions.
d3d10/effect: Add trigonometric instructions support for expressions.
d3d10/effect: Add support for shift instructions.
d3d10/effect: Add 'or' instruction support for expressions.
d3d10/effect: Add more integer instructions for expressions.
d3d10/effect: Add signed integer compare instructions for expressions.
d3d10/effect: Implement instructions used for signed integer division.
https://gitlab.winehq.org/wine/wine/-/merge_requests/1684
This avoids stalling the pipeline when upstream nodes have not given enough samples for processing. If there are multiple upstream nodes, request samples in a round-robin fashion.
This fixes an issue where the intro audio of the game Airborne Kingdom stops playing after a few seconds.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/2684
Adds the tray icons implementation based on org.kde.StatusNotifierItem interface usage. Does allow restarting StatusNotifierWatcher object, but will fallback to XEMBED or internal tray, if wine gets initialized when there is no StatusNotifierWatcher object registered.
--
v24: winesni.drv: add dbus watch instead of using plain unix fds and flush
winesni.drv: replaced the dbus connection logic with a single connection per each SNI object
winesni.drv: wrap functions with pthread mutex locking
winesni.drv: implement basic balloon notification support
explorer: add winesni.drv tray implementation support
winesni.drv: add KDE StatusNotifierItem implementation for tray
https://gitlab.winehq.org/wine/wine/-/merge_requests/2808
In certain circumstances unmarshalling an object stream from the RunningObjectTable can cause the unmarshalling routines to interrogate the same
table (maybe to resolve a dependant object?) in a different thread causing a deadlock while getting the critical section lock. Leaving the Critical Section before unmarshalling the object stream solve this problem.
Visual Studio 2019 deadlock on start without this.
I'm not sure how to test this properly.
Signed-off-by: Lorenzo Ferrillo <lorenzofersteam(a)live.it>
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/3372
It can be unnecessary at best and unsupported at worst (e.g. no ARB_texture_multisample).
--
v3: wined3d: Don't skip ARB fragment program selection when fog state is dirty.
wined3d: Don't force going through a texture when downloading from renderbuffers.
wined3d: Handle depth textures in texture2d_read_from_framebuffer().
wined3d: Rename wined3d_context_gl_apply_fbo_state_blit() function.
wined3d: Don't setup FBO and draw buffers in wined3d_context_gl_apply_blit_state().
wined3d: Don't call wined3d_texture_load() from wined3d_context_gl_apply_blit_state().
wined3d: Don't bind the FBO to GL_READ_FRAMEBUFFER in wined3d_context_gl_apply_blit_state().
wined3d: Prepare/load the destination resource location in arbfp_blitter_blit().
wined3d: Prepare/load the destination resource location in ffp_blitter_blit().
wined3d: Don't call wined3d_context_gl_apply_blit_state() from texture2d_read_from_framebuffer().
https://gitlab.winehq.org/wine/wine/-/merge_requests/3211