This fixes SetWindowLongPtr on WoW64. On 32-bit, we have
```
#define SetWindowLongPtrA SetWindowLongA
#define SetWindowLongPtrW SetWindowLongW
```
meaning that on WoW64, all pointers passed would be padded with `0xffffffff` (because they are treated as LONG), and this is the cause of many of the failing WoW64 tests. This fixes that behavior. I'm not sure if this is the right place to fix it though.
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v3: wow64win: Always use NtUserSetWindowLongPtr() for GWLP_WNDPROC.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3294
Shader Model 6 introduces a 16-bit float (half) type, and 16-bit and 64-bit integer types. Storing extra info in the type enum simplifies checking if a type is any integer, floating point or numeric type, and the declaration of SPIR-V types. The benefits depend on using enum vkd3d_data_type in the backend instead of vkd3d_shader_component_type.
Patch 2 is difficult to split because types typically flow through to vkd3d_spirv_get_type_id(), so partial changes would require new calls to conversion functions which would be deleted again later.
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v4: vkd3d-shader/spirv: Use enum vkd3d_data_type instead of vkd3d_shader_component_type.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/263
Shader Model 6 introduces a 16-bit float (half) type, and 16-bit and 64-bit integer types. Storing extra info in the type enum simplifies checking if a type is any integer, floating point or numeric type, and the declaration of SPIR-V types. The benefits depend on using enum vkd3d_data_type in the backend instead of vkd3d_shader_component_type.
Patch 2 is difficult to split because types typically flow through to vkd3d_spirv_get_type_id(), so partial changes would require new calls to conversion functions which would be deleted again later.
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v3: vkd3d-shader/spirv: Use a helper function to check if a data type is floating point.
vkd3d-shader/spirv: Use vkd3d_spirv_get_op_constant() for 64-bit types.
vkd3d-shader/spirv: Use enum vkd3d_data_type instead of vkd3d_shader_component_type.
vkd3d-shader: Encode type info in enum vkd3d_data_type values.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/263
Fix the issue of incorrect linkid calculation due to a lack of judgment on the current type.
Signed-off-by: Zhaoyi <zhaoyi(a)uniontech.com>
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v12: comctl32/tests: Add a test case to get syslinkid.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3114
It can be unnecessary at best and unsupported at worst (e.g. no ARB_texture_multisample).
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v2: 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: Factor out a wined3d_context_gl_apply_blit_state_fb() function.
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: Don't call wined3d_context_gl_apply_blit_state() from texture2d_read_from_framebuffer().
https://gitlab.winehq.org/wine/wine/-/merge_requests/3211
IIRC you also mentioned that specifying a conflicting majority through modifiers results an a compile error (much like with pragmas). Can we have tests for that too, please?
Also, is there any reason not to add these tests to vkd3d?
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3263#note_38726