When using a video sample allocator, the session will allocate samples from it, then try to get some output from a transform, and if there's no output to be pulled, release the sample immediately. This will trigger the sample allocator notify callback, which will then trigger another try at pulling samples, ending up in a callback loop that can starve other working threads.
Another option here would be to keep the last returned status, and only re-try to pull samples from the allocator notify callback if we previously failed to process output because of a failed allocation.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5296
Search names in fonts in the order of Microsoft, Mac and finally Unicode platform. This is also the
order win32u uses to load font names.
Fix Granado Espada Japan (1219160) launcher crashes at start in the Japanese locale. The game ships
a font with a broken name record of Mac platform and encoding ID 0 (Roman) but the name string is in
code page 10001 (Japanese). This broken name record is placed before the name records for the
Microsoft platform so it gets selected first. Then the name string in the name record doesn't get
converted correctly to Unicode because of the wrong code page. Thus the EnumFontFamiliesExW()
in GdipPrivateAddMemoryFont() fails to find the font and causes game crash.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5421
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v3: widl: Add support for VT_USERDEFINED to SLTG typelib generator.
widl: Properly align name table entries.
widl: Add support for structures.
widl: Add more traces.
widl: Use generic 'struct sltg_data' for collecting data.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5397