- Make it present some frames
- Make it check that the frames are from the new device, instead of checking TerminateDevice count; fixes https://bugs.winehq.org/show_bug.cgi?id=55649
- Make it check for and avoid some absurd crash on Windows
I tried everything I could think of, but Windows absolutely refuses to present a frame after changing the D3D device, instead choosing to return various absurd errors (segfaults, deadlocks, out of memory, etc). I suspect the VMR9 is haunted.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3970
This series:
- fixes a couple of issues in mach-o modules support
(getting information from system modules in wow setups,
machine information...)
- stops hiding information in some fields between dbghelp
and winedbg (using an extensible solution, where more
information can be shared in the future)
- display elf/mach-o in winedbg (previously mach-o was
reported as elf)
- display PE native vs builtin module information in winedbg
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3975
Rainbow 6 Siege and some other games require this. Type is printed in the FIXME to determine which type the application requires.
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v8: gdi32: Add stub for D3DKMTQueryAdapterInfo.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3777
A TLS index is allocated for each device object. We could use a global TLS, but that would share caches for all devices. I'm not sure if that's a problem. One index per device means freed indices must be recycled, which requires a global mutex, but a global TLS index would also need a global mutex.
This currently leaks cache memory when a device is freed. To fix this, allocations must be tracked. A global cache is more difficult to free, which is not normally an issue, but it is when using valgrind.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/384