While armv7 generally tolerates unaligned loads/stores in most
cases, the compiler is free to use the ldrd/strd instructions,
for loading/storing two consecutive 32 bit registers, and this
requires the destination to be aligned to a 4 byte boundary.
When packing a number of variable length structures, make sure
that each actual struct gets aligned at the right address
boundary.
This fixes crashes in DllMain of wineps.drv, when built for
armv7, since 351e58dc2d0aafe19294cbeaed9cd30ae965d591.
Signed-off-by: Martin Storsjö <martin(a)martin.st>
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v3: wineps.drv: Avoid invalid unaligned accesses.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4930
for details see https://bugs.winehq.org/show_bug.cgi?id=56065
This change adds an implementation of Win32 API function GetAnycastIpAddressTable() that is used by Adoptium OpenJDK 21 and later to initialize Secure Random Generator. This implementation does not return real information, it just says "no entries found".
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v7: iphlpapi: try to hammer out linux compilation in winehq gitlab
https://gitlab.winehq.org/wine/wine/-/merge_requests/4940
It looks like when the data is available but the recursion limit is reached Windows (after 7 when WinHttpQueryDataAvailable is concerned) fills the output immediately and only queues completion callback. I hope the updated test should be stable as we should have the server response read during WinHttpSendRequest already (like on Windows).
Fixes market window in Black Desert Online.
The game depends on WinHttpReadData returning the result synchronously in WINHTTP_CALLBACK_STATUS_DATA_AVAILABLE callback (and doesn't mind WINHTTP_CALLBACK_STATUS_READ_COMPLETE at all). By the time it reaches there through previous callbacks the recursion limit doesn't allow full synchronous return (and after playing with test_recursion() I think at least Windows 10 has the same recursion limit as we do currently). But as the test shows the output of WinHttpReadData / WinHttpQueryDataAvailable is filled in immediately, probably only the callback should be queued asynchronously to break the recursion.
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v3: winhttp: Always return result at once if available in WinHttpReadData().
winhttp: Always return result at once if available in WinHttpQueryDataAvailable().
https://gitlab.winehq.org/wine/wine/-/merge_requests/4925
for details see https://bugs.winehq.org/show_bug.cgi?id=56065
This change adds an implementation of Win32 API function GetAnycastIpAddressTable() that is used by Adoptium OpenJDK 21 and later to initialize Secure Random Generator. This implementation does not return real information, it just says "no entries found".
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v6: iphlpapi: fix compilation on linux.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4940
I should've pushed this shortly after the workaround for the WineD3D
WoW64 graphics corruption got upstreamed (which I discovered when
messing around) but never got around to MR anything in Wine.
The copies of mapped buffers introduce significant performance overhead
(I'll add a FIXME so that people don't get surprised when their old games
run like a slideshow like for example NFS Most Wanted).
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4513
for details see https://bugs.winehq.org/show_bug.cgi?id=56065
This change adds an implementation of Win32 API function GetAnycastIpAddressTable() that is used by Adoptium OpenJDK 21 and later to initialize Secure Random Generator. This implementation does not return real information, it just says "no entries found".
--
v5: iphlpapi: add stub for GetAnycastIpAddressTable().
https://gitlab.winehq.org/wine/wine/-/merge_requests/4940
for details see https://bugs.winehq.org/show_bug.cgi?id=56065
This change adds an implementation of Win32 API function GetAnycastIpAddressTable() that is used by Adoptium OpenJDK 21 and later to initialize Secure Random Generator. This implementation does not return real information, it just says "no entries found".
--
v4: iphlpapi: add stub for GetAnycastIpAddressTable().
https://gitlab.winehq.org/wine/wine/-/merge_requests/4940
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v5: vkd3d-shader/dxil: Implement DX intrinsic SplitDouble.
tests/shader-runner: Add an asuint() test to the 64-bit cast tests.
tests/shader-runner: Support testing for integer pixel data.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/589