On Tue Feb 13 04:42:21 2024 +0000, Mohamad Al-Jaf wrote:
> I don't see how this is different from previous MRs that didn't help
> with any application, but were approved anyway like the windows.ui
> IUISettings and InputPane stub interfaces. At least in this case there's
> a possibility it would help.
Well, I'm approving because some application calls it and possibly fails because of it, but in general we prefer to only implement things that applications actually need.
Things that are called but not causing any issues can be left unimplemented, there are plenty of useless features in Windows and we don't necessarily want to implement them until they are actually needed.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5021#note_60970
On Tue Feb 6 14:11:59 2024 +0000, Mohamad Al-Jaf wrote:
> FWIW this class is required for a cloud feature
> >With the System Ticket feature, an app can provide cloud services to a
> user and store user info even if the user is not signed on with their
> Microsoft account (MSA). The app can acquire information about the local
> user account on a system, as well as information about the system itself,
> in order to keep track of settings and data for this user.
> https://learn.microsoft.com/en-us/uwp/api/windows.security.authentication.o…
> Regarding office, it requires numerous workarounds so it's time consuming
> to test. Adding this class for Minecraft Education Edition didn't break
> anything. I think Affinity Photo may have used it as well and it too worked
> without issue.
I don't see how this is different from previous MRs that didn't help with any application, but were approved anyway like the windows.ui IUISettings and InputPane stub interfaces. At least in this case there's a possibility it would help.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5021#note_60968
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v3: 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 allows to declare SRV buffers in the shader tests using `[buffer srv n]` blocks, and passing them to the different backends.
Also, 1/2 includes a missing bit required to parse `Buffer<>` types in the HLSL compiler.
This is a step towards supporting StructuredBuffer types in further patches.
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v7: vkd3d-shader/hlsl: Parse Buffer types.
tests/shader-runner: Change probe directive syntax on shader_test files.
tests/shader-runner: Change resource declaration syntax on shader_test files.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/569