--
v14: tests/d3d12: Test multiple clip distance inputs in test_clip_distance().
tests/d3d12: Use five clip distances for the multiple test in test_clip_distance().
vkd3d-shader/ir: Transform clip/cull outputs and patch constants into arrays.
vkd3d-shader/ir: Transform clip/cull inputs into an array.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/564
Checking flags of the thread desktop to determine whether virtual desktop is on is unreliable.
For example, CEF applications create their own desktop and so is_virtual_desktop() could incorrectly
report that virtual desktop is off.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55810
--
v4: server: inherit wine internal desktop flags when creating desktops.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4786
The game I was trying to run (Ravendawn) was polluting the stdout with hundreds of CreateFile2 FIXMEs.
The game worked fine, probably because the params pointer was NULL, so any non-implemented extra parameters weren't even used and we just forwarded to CreateFileW.
So, a simple if was added to check whether the pointer is null, and if it is, we just call TRACE instead of FIXME since in this case it isn't really necessary.
--
v2: kernelbase: Refactor extended parameter logging.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5037
That seems to fix some (difficult to reproduce) crashes in EA Desktop / CEF, usually on shutdown but sometimes during starting up.
Currently TpSetWait can set (or clear) the event, while waitqueue_thread_proc() gets woken from NtWaitForMultipleObjects by previously set wait object and call the callback as if new set (or cleared) wait object is signaled. The crashes I was reproducing were always happening when RtlDeregisterWaitEx call is racing with waking the wait and calling the callback.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5044