Application "ZusiDisplay" wants to set these socket options. setsockopt() currently returns an error on wine, which prevents the application from working correctly.
I'm not really sure if I'm using the IOCTL_AFD_WINE_SET/GET_* correctly. Maybe the new ones should have different "function" numbers and be sorted below the one for TCP_NODELAY?
Also, not sure if anything needs to be done in unix/socket.c for portability. Are these TCP_KEEPIDLE etc. constants defined on all OSes supported by wine? If not, how should I handle this?
ZusiDisplay seems to work fine if the setsockopt() call is ignored in wine, without returning an error. So if this merge request is not that great, I'd be happy to send a merge request to ignore the call instead.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5195
This applies on top of !662, the last four commits belong here.
Here we compute a topological order (plus some additional properties) of the shader blocks. Eventually the blocks will be emitted precisely in this order, after having been enriched with structured control flow information.
--
v8: vkd3d-shader/ir: Keep loops contiguous in the topological sort.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/672
Add support for NV12 to ``evr_render()``, as otherwise no video is rendered
at all in games like Age of Empires II DE (see: https://github.com/ValveSoftware/Proton/issues/3189#issuecomment-1962984985)
Interestingly, this doesn't result in NV12 data being passed to ``evr_copy_sample_buffer()`` as I suspected, so the RGB32 copying code seems to work fine.
Nevertheless, add a warning if we get an unknown format in ``evr_copy_sample_buffer()``, as that could potentially lead to nasty memory
issues (e.g., if we get the width/lines/stride wrong).
I confess, I don't really understand what's going on here: the format of the video is definitely ``MFVideoFormat_NV12`` in ``evr_render()``, but I never see any attempt to use NV12 in ``evr_copy_sample_buffer()`` — it's always ``MFVideoFormat_RGB32``. For that reason, I've also not tried to write any tests here — I don't know the MF API well enough to plumb this all the way through. On the bright side, though, the fact that everything mysteriously ends up as RGB32 means I haven't had to write an NV12 codepath for ``evr_copy_sample_buffer()`` — I'm not sure exactly how to handle the multi-plane formats there.
--
v2: evr/dshow: Support NV12 in evr_render
https://gitlab.winehq.org/wine/wine/-/merge_requests/5157
This is some preparatory work for vulkan child window and other features which currently live in Proton. I think this could be upstream already, and it will make rebasing patches on top of it simpler. To get vulkan child window upstream we'd probably still need to rework it a bit and maybe try to move the wait and blit to `vkQueuePresent` somehow.
The idea here is also that although Vulkan spec does not allow multiple active swapchains for the same window, Windows tends to allow it especially with D3D, and we also need to support the case where multiple APIs are use to draw onto the same window surface (as we implement D3D on top of GL/Vk for instance).
--
v3: winex11: Rename X11DRV_FLUSH_GL_DRAWABLE to X11DRV_PRESENT_DRAWABLE.
winex11: Put detached client windows surfaces offscreen.
winex11: Re-attach vulkan surfaces when images are acquired.
winevulkan: Add vkAcquireNextImage(2)KHR driver entries.
winex11: Resize detached vulkan surfaces when window is resized.
winex11: Detach the vulkan surfaces when their HWND is destroyed.
winex11: Detach vulkan client windows before destroying them.
winex11: Introduce a new detach_client_window helper.
winex11: Add traces to vulkan surface grab / release.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4533
This is some very old patch series, initially aimed at speeding up Gears of Wars online connection, but it wasn't clear if it was actually necessary.
We now confirmed that it is also required for Gears 5 online mode, and without it, connection fails with an error message. I updated the last change to specifically handle TLS rehandshake vs empty input, to avoid breaking some tests. I think having empty input when renegotiating is a valid scenario, although I'm not sure how to write tests for that (it will require some server-side part to request a re-handshake to the client).
In any case, this has nothing to do with client certificate as the returned ERROR_WINHTTP_CLIENT_AUTH_CERT_NEEDED error in the code seems to suggest.
--
v2: secur32: Perform TLS re-handshake after SEC_I_RENEGOTIATE was returned.
winhttp: Handle SEC_I_RENEGOTIATE after DecryptMessage.
winhttp: Introduce new netconn_negotiate helper.
winhttp: Move connect end checks out of the loop.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3199