FWIW, as far as I'm concerned, this or a similar patch should probably still be merged, to fix the wow64 stub. It basically just comes down to the approach to fix it. If anyone gets a chance to look at this let me know.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/6584#note_86467
This fixes one of the regression with ShellExecute when using a full patch and an executable without an extension.
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v4: shell32: Allow FindExecutables to find unix files.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6285
On Sat Nov 2 08:52:23 2024 +0000, Zhiyi Zhang wrote:
> This `else` branch should never get executed because only the
> test_WM_NOTIFY() test sends a WM_NOTIFY with TEST_WM_NOTIFY_CODE. So you
> can delete this branch.
`else` branch will be executed if WM_NOTIFY message gets forwarded twice by buggy non-test code
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https://gitlab.winehq.org/wine/wine/-/merge_requests/6737#note_86464
Zhiyi Zhang (@zhiyi) commented about dlls/comctl32/tests/toolbar.c:
>
> return 0;
> }
> + case TEST_WM_NOTIFY_CODE:
> + if (expecting_test_WM_NOTIFY)
> + {
> + ok(hdr == &test_WM_NOTIFY_nmhdr, "Got unexpected header.\n");
> + ok(wParam == TEST_WM_NOTIFY_IDFROM, "Got unexpected wParam 0x%Ix.\n", wParam);
> + }
> + else
This `else` branch should never get executed because only the test_WM_NOTIFY() test sends a WM_NOTIFY with TEST_WM_NOTIFY_CODE. So you can delete this branch.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/6737#note_86459
My hardware is Ryzen 7 4700u with the integrated graphics
Flatout (Direct3D 9): 20 fps (renders correctly)
Unigine Heaven (OpenGL): ~40-60 fps (renders correctly)
Unigine Heaven (Direct3D 9): 20-30 fps (renders correctly)
Unigine Heaven (Direct3D 11): 20-30 fps as well (renders correctly)
Elder Scrolls IV (Direct3D 9): 20 fps (renders correctly)
BeamNG Tech Demo 0.3 (Direct3D 9): 2 fps (renders correctly, but still runs poorly)
Massive step up from getting 2 fps across many wined3d games, but it's still pretty bad, ~~and sometimes runs worse than the original code~~. Now with a combination of using the new and old code dynamically you can get the best of both worlds!
Unfortunately, we lose the ability to get lucky with the mapping just happening to be in the 32 bit range.
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v7: opengl32: speed up wow64 mapping.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5145