It can be substantially faster in some cases. Notepad++ (with several plugins) start up goes down from around ~1.03 sec to ~0.61 sec on my machine (with wineprefix active).
9b7669592d6f8b40976b571b70f8543777d35167 is what introduced this performance regression. I don't know why exactly, but it made my Notepad++ noticeably slower when launched from a file manager (so it's not just at wineprefix startup overhead), which is very annoying.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5070
There are still some issues I need to fix, mainly around timing conversion between MIDI and dmusic. Right now MIDI files seem to be cut off before the end is reached.
Please have a look at the general approach in the meantime, I need to know if this is the right way to do this or not.
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v27:
https://gitlab.winehq.org/wine/wine/-/merge_requests/4982
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v4: vkd3d: Support aliased tile binding if available.
vkd3d: Implement ID3D12CommandQueue::UpdateTileMappings() for textures.
vkd3d: Implement ID3D12CommandQueue::UpdateTileMappings() for buffers.
vkd3d: Pre-bind sparse texture mip tails.
tests/d3d12: Add a test for freeing underlying memory of a reserved resource.
tests/d3d12: Add tests for UpdateTileMappings().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/631
This only matches with digitizer devices for now, and its purpose is mainly to make testing possible with the virtual device on Wine, but could be ultimately useful for hidraw pointing devices, assuming we would support that in winebus / wineusb.
Later, it could also be extended to support mouse devices, but for now we use a different path with user drivers sending the hardware messages instead. Using a NT device for that has a lot of performance implications that will need to be resolved first, and it's unlikely the best way to do that. On the backend side, accessing the raw mouse devices usually requires privileges anyway.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5075
On Mon Feb 12 00:49:11 2024 +0000, Conor McCarthy wrote:
> The SM6 implementation is now upstream, so these todos are unnecessary
> (and were removed in an upstream commit).
You'd rather need to remove the `todo(sm<6)` annotations that Conor left behind, once (with your patches) that feature is available in the HLSL compiler.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/364#note_60986
On Sun Feb 11 16:37:35 2024 +0000, Petrichor Park wrote:
> What would make `vkd3d_string_buffer_printf` better? It looks like
> `hlsl_sprintf_alloc` just forwards to that inside and I don't see what I
> would be writing that would be better.
Because you can call `vkd3d_string_buffer_printf()` repeatedly on the same buffer, so you don't need a final `hlsl_sprintf_alloc()` just to stitch the two strings together.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/364#note_60985
This is the first part of !608, which I decided to separate to ease review.
It consists of improvements to SM1 testing, mainly:
- Correctly passing int and bool uniforms as IEEE 754 floats to SM1 profiles.
- The introduction of the "only" qualifier to avoid abusing `[require]` blocks in case tests retrieve different results for different shader models.
- Allowing some of the tests we already have for SM4/SM6 to run in SM1 after those improvements.
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v7: tests: Remove [require] directives for tests that use int and bool uniforms.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/616