With the new extension, we may implement wow64 correctly, without `VK_EXT_external_memory_host` hacks. This is both more correct and more performant (essentially eliminating Vulkan wow64 performance penalty).
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5128
In preparation for some virtual desktop refactor for display mode emulation (https://gitlab.winehq.org/wine/wine/-/merge_requests/5057)
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v2: win32u: Don't assume that the primary adapter is always first.
win32u: Only consider active monitors in monitor_from_rect.
win32u: Only consider active monitors for virtual screen rect.
win32u: Only consider active monitors for clone detection.
win32u: Deduce monitor device flags from their adapter.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5108
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v5: server: Enumerate desktop processes for rawinput messages.
server: Keep a list of threads connected to each desktop.
server: Send hardware input to the visible input desktop.
server: Keep track of the winstation input desktop.
win32u: Introduce new NtUserSwitchDesktop syscall stub.
user32/tests: Run in-desktop tests from a new thread.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5066
This first MR create an internal structured representation of the CFG and computes the domination relationship. Over a few other MRs I will implement an algorithm inspired to [this article](https://medium.com/leaningtech/solving-the-structured-control-flow… to compute a better structure than the one we already have, but for the moment the computed data is immediately wasted. A working prototype of the new structurizer is now available in https://gitlab.winehq.org/giomasce/vkd3d/-/commits/cfg4, though further improvement is planned on top of that too.
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v4: vkd3d-shader/ir: Dump the domination relationship.
vkd3d-shader/ir: Compute the domination relationship.
vkd3d-shader/ir: Dump the control flow graph in the GraphViz format.
vkd3d-shader/ir: Build a representation of the control flow graph.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/656
`%gs` is not set until `call_init_thunk()`, this caused a crash on macOS when starting the second thread in a process.
(Paul was curious why this didn't fail on Linux, and found that `%fs` is being inherited from the creating thread.)
Also, adjust TEB accesses in other assembly functions to be consistent with the surrounding code (using registers, not fs/gs).
Fixes a crash on macOS introduced by 7ae488a2bb58501684c6475d4942277b852475fc
("ntdll: Don't hardcode xstate size in syscall frame.")
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5129
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v17: vkd3d-shader/spirv: Support bool comparisons.
vkd3d-shader/dxil: Support scalar ALLOCA.
This merge request has too many patches to be relayed via email.
Please visit the URL below to see the contents of the merge request.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/648
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v15: vkd3d-shader/dxil: Handle resource handle creation in a pre-pass.
This merge request has too many patches to be relayed via email.
Please visit the URL below to see the contents of the merge request.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/648