My hardware is Ryzen 7 4700u with the integrated graphics
Flatout (Direct3D 9): 20 fps (renders correctly)
Unigine Heaven (OpenGL): ~40-60 fps (renders correctly)
Unigine Heaven (Direct3D 9): 20-30 fps (renders correctly)
Unigine Heaven (Direct3D 11): 20-30 fps as well (renders correctly)
Elder Scrolls IV (Direct3D 9): 20 fps (renders correctly)
BeamNG Tech Demo 0.3 (Direct3D 9): 2 fps (renders correctly, but still runs poorly)
Massive step up from getting 2 fps across many wined3d games, but it's still pretty bad, ~~and sometimes runs worse than the original code~~. Now with a combination of using the new and old code dynamically you can get the best of both worlds!
Unfortunately, we lose the ability to get lucky with the mapping just happening to be in the 32 bit range.
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v7: opengl32: speed up wow64 mapping.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5145
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54194
If the SendMessageTimeout call takes a long time, we can get other
messages which also set the observed wparam value. Apparently,
this is especially likely on Windows 7.
This also removes the (wParam == 0xbaadbeef) check which may have
been intended to serve the same goal but doesn't work because the
observed wParam value is still assigned.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3862
As shown by the testbot, doubling is not always sufficient.
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v2: iphlpapi/tests: Call GetExtendedTcp/UdpTable() in a loop.
iphlpapi/tests: Call GetAdaptersAddresses() in a loop.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3833