On Fri Mar 15 07:55:52 2024 +0000, Rémi Bernon wrote:
> changed this line in [version 2 of the diff](/wine/wine/-/merge_requests/5294/diffs?diff_id=105317&start_sha=bda0dbe0b9086716616731c86c81b550162e8811#f44c614b47a01be8d6d29ad07f7a5616e1ae60ec_26_26)
Indeed, fixed.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5294#note_64866
DXVK fails to create a device for the desktop window which causes the test to crash.
Instead of crashing, it should just skip the remaining desktop window tests if device creation fails.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5258
When there are two monitors and they are mirrored, both of them are considered primary. When the
first primary monitor happens to be a clone, EnumDisplayMonitors() ends up not reporting any
monitors because should_enumerate_monitor() returns FALSE and we break out the loop to enumerate
primary monitors after that.
This is a regression from b59619d and my review comments. My indent was to break out of the loop
after finding the *master* primary monitor, not cloned primary monitors, to avoid unnecessary
iterations. However, the primary monitor count is small and it's cleaner this way so let's break
when should_enumerate_monitor() returns TRUE.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5317
When ddraw_texture_init needs to clean up on failure, it will call the
wined3d_texture_get_sub_resource_parent function on draw_texture in
order to retrieve its parent for a IDirectDrawSurface release call.
However, if draw_texture is NULL, then the function call will crash
due to a null pointer dereference.
Therefore, on failure cleanup, the release operation on the texture
parent should only be performed if draw_texture is not NULL.
This fixes a crash in the Virtual Insanity game demo.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5305
--
v7: tests: Trace more info on buffer creation failure.
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.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/631