Currently there is `NtContinue()` test only for `aarch64` so implement it for amd64 aswell.
This implementation is very similar to `aarch64` and it's very basic test.
It doesn't change/test `ContextFlags` so it won't catch https://bugs.winehq.org/show_bug.cgi?id=56050 but that can be implemented later on top of this.
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v6: ntdll/tests: Implement test_continue() for amd64
https://gitlab.winehq.org/wine/wine/-/merge_requests/4720
Conflicts with !450 but can probably go upstream before it since backend changes here are minimal.
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v7: vkd3d-shader/dxil: Handle the DXIL SWITCH instruction.
vkd3d-shader: Rename shader_instruction_array_add_icb() to shader_instruction_array_add_opaque_param().
vkd3d-shader/dxil: Handle the DXIL PHI instruction.
vkd3d-shader/dxil: Handle the DXIL BR instruction conditional variant.
vkd3d-shader/dxil: Handle the DXIL BR instruction unconditional variant.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/491
I am confused - once upon a time, there would have been only a sysmem surface on the wined3d side, and wined3d does the clear directly on its system memory and reads the data from the source's system memory in the Blt() call.
Nowadays we have a video memory draw texture for sysmem surfaces because one can use them for texturing on native ddraw.
Is the issue here that ddraw accidentally made wined3d perform stuff on the vidmem draw texture rather than the 'original' system wiend3d_texture?
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4781#note_56670