I marked this a draft because it may be a somewhat orthogonal step, but IRRC @giomasce suggested it.
While a deref's data type can be computed from the variable's data type
as long as the deref is still represented as a path (as we did with
hlsl_deref_get_type()), we need the deref.data_type field for when the
deref is represented as an offset.
While we could get rid of this deref.data_type in the future, if we manage to transform
the HLSL IR instructions directly to VSIR withot requiring lowering the
derefs to their offset representation, this would take a while.
So, this patch makes the deref.data_type field available during the
whole lifetime of the deref. Which makes deref.data_type easier to
understand (since it can be used anytime now) and we no longer have
to call hlsl_deref_get_type().
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/343
In clock_change_state() when a clock is running, a timer is removed from clock->timers. The same
timer is then used to create an async result, which will eventually calls present_clock_timer_callback_Invoke()
and removes the same timer.
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v2: mf: Avoid a double free of presentation clock timers.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3955
Fixes Starfield not being able to take photos in photo mode (due to failing to creating windowscodecs' image factory due to COM apartment being initialized). Turns out on Windows RoGetActivationFactory() initializes implicit MTA apartment when called from STA thread, and so after that called once COM is implicitly uninitialized for any (new) thread until COM is uninitialized in the thread which called RoGetActivationFactory (or that thread exited). This is not the case on Win8 (where the function was first introduced) but looks consistent after that.
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v4: combase: Ensure MTA existence in RoGetActivationFactory().
combase/tests: Add tests for implicit MTA with RoGetActivationFactory().
https://gitlab.winehq.org/wine/wine/-/merge_requests/3806
Windows gives this content special protection from being painted over, by some means that I have not investigated yet.
Emulate this protection for the trivial case of an InvalidateRect(...); call on the parent window.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3416
- 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