As per discussion in 606, plumbing constant buffer reflection through
vkd3d-shader requires interface design and API documentation for an interface
which is inherently quite specific to one format. Instead of wasting time on
this interface, just implement RDEF parsing in vkd3d-utils itself. If we change
our mind about this, we can always move the implementation to vkd3d-shader
anyway.
This does not copy the existing implementation from Wine, because:
* Wine does not validate offsets; adding this changes the parsing code
significantly;
* Wine incorrectly handles types, deduplicating them into an rbtree;
* Wine skips several fields which I have been able to find the purpose of.
The implementation is not that complex to begin with, so reimplementing it from
scratch is not much work.
--
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/626
https://bugs.winehq.org/show_bug.cgi?id=51998
The first patch should make no functional change, just move the block out to a helper function. I assume changing to L"" literals is expected?
The second patch handles ImagePaths starting with `System32` similar like it is already done for `\\SystemRoot\\` and adds the windows directory in front of it.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5009
--
v6: gdiplus: Implement font linking for gdiplus.
gdiplus/tests: Add interactive test for font linking.
gdiplus: Replace HDC with GpGraphics in parameters.
mlang: Fix bug with codepage priority in GetStrCodePages.
mlang/tests: Test codepages priority bug in GetStrCodepages.
mlang: Implement GetGlobalFontLinkObject.
mlang/tests: Test for GetGlobalFontLinkObject.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4082