Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v10: dmime/tests: Improve error reporting from expect_track.
dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v9: dmime/tests: Improve error reporting from expect_track.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Turns out I broke the non virtual desktop case in some cases. Sorry about that.
This basically uses previous behavior for such (`enable_taskbar` is what's used to also determine layered changes in rest of code) while keeping the fix for virtual desktops (i.e. our own taskbar).
Works correctly for me, but let me know if I did something wrong again (welp).
--
v3: explorer: Set layered style on systray icons before calling into the driver.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5076
**NOTE**: In the end I decided to send the first part of this MR as !616, already merged.
For temporary registers, SM1-SM3 integer types are internally
represented as floating point, so, in order to perform a cast
from ints to floats we need a mere MOV.
By the same token, casts from floats to ints can also be implemented with a FLOOR + MOV,
where the FLOOR is then lowered by the lower_floor() pass.
For constant integer registers "iN" there is no operation for casting
from a floating point register to them. For address registers "aN", and
the loop counting register "aL", vertex shaders have the "mova" operation
but we haven't used these registers in any way yet.
We probably would want to introduce these as synthetic variables
allocated in a special register set. In that case we have to remember to
use MOVA instead of MOV in the store operations, but they shouldn't be src
or dst of CAST operations.
Regarding constant integer registers, in some shaders, constants are
expected to be received formatted as an integer, such as:
int m;
float4 main() : sv_target
{
float4 res = {0, 0, 0, 0};
for (int k = 0; k < m; ++k)
res += k;
return res;
}
which compiles as:
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// m i0 1
//
ps_3_0
def c0, 0, 1, 0, 0
mov r0, c0.x
mov r1.x, c0.x
rep i0
add r0, r0, r1.x
add r1.x, r1.x, c0.y
endrep
mov oC0, r0
but this only happens if the integer constant is used directly in an
instruction that needs it, and as I said there is no instruction that
allows converting them to a float representation.
Notice how a more complex shader, that performs operations with this
integer variable "m":
int m;
float4 main() : sv_target
{
float4 res = {0, 0, 0, 0};
for (int k = 0; k < m * m; ++k)
res += k;
return res;
}
gives the following output:
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// m c0 1
//
ps_3_0
def c1, 0, 0, 1, 0
defi i0, 255, 0, 0, 0
mul r0.x, c0.x, c0.x
mov r1, c1.y
mov r0.y, c1.y
rep i0
mov r0.z, r0.x
break_ge r0.y, r0.z
add r1, r0.y, r1
add r0.y, r0.y, c1.z
endrep
mov oC0, r1
Meaning that the uniform "m" is just stored as a floating point in
"c0", the constant integer register "i0" is just set to 255 (hoping
it is a high enough value) using "defi", and the "break_ge"
involving c0 is used to break from the loop.
We could potentially use this approach to implement loops from SM3
without expecting the variables being received as constant integer
registers.
According to the D3D documentation, for SM1-SM3 constant integer
registers are only used by the 'loop' and 'rep' instructions.
--
v4: vkd3d-shader/hlsl: Lower casts to int for SM1.
tests: Add simple test for implicit cast to int.
vkd3d-shader/d3dbc: Implement casts from ints to floats as a MOV.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/608
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v8: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v7: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v6: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v5: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081