This is the fourth and last part of a larger serie to cover module loading
and debug info file lookup in dbghelp. This fourth part covers:
- support for SLMFLAG_NO_SYMBOLS flag in SymLoadModule
- PDB related values in module information now match what native returns
Note: some modifications require new todo marks in the tests, as the full fix
will require changing other areas that would make the change too large.
At the end of the serie, all the todo:s are now resolved.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5256
I've tried implementing this before but importing user32 from ntdll isn't a reliable
thing (so I recently rewrote it using the ntdll equivalents of LoadLibrary() and GetProcAddress())
Note: This is a weird way to implement this function (Windows implements this
in ntdll instead) but that would probably require a user32/ntdll rewrite (so this
is the next best tning to get the application working)
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5236
At some point I would like to have an assembler for TPF, so that it's easier to write and modify tests. This is a first step in that direction, fixing some kind of format for serializing signatures in the comment at the beginning of the assembler code. ~~I'm not decided yet on all details, so take this as an RFC for the moment.~~
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v13: tests: Test emitting the signature.
vkd3d-compiler: Add an option to emit the signature when disassembling.
vkd3d-shader/d3d-asm: Support emitting the shader signature.
vkd3d-shader/d3d-asm: Refactor dumping a write mask to a dedicated function.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/553
Since Yousician's last update, it was throwing an error when initialising audio output. Unfortunately I don't have access to the old version, but they seem to have dropped win<10 support, and are using only IAudioClient3_InitializeSharedAudioStream. They also use IDeviceTopology to get the type of the first output connector.
This is the bare minimum I needed to get it working.
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v22: mmdevapi: add stub for IDeviceTopology
mmdevapi/tests: add test for IDeviceTopology
mmdevapi: implement IAudioClient3_GetSharedModeEnginePeriod
mmdevapi: implement IAudioClient3_InitializeSharedAudioStream
mmdevapi/tests: add test for AudioClient3_InitializeSharedAudioStream
https://gitlab.winehq.org/wine/wine/-/merge_requests/3554
The only leftover field is SM1-specific, and I don't too much about how it's used, so I'm leaving it aside for now. It seems, however, that it could be moved directly to the parser (it seems to be only used for parsing and scanning).
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v2: vkd3d-shader: Remove the bytecode fields from vkd3d_shader_desc.
vkd3d-shader/dxbc: Remove flag is_dxil.
vkd3d-shader: Move shader signatures to vsir_program.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/680
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v2: win32u: Move D3DKMT vulkan implementation out of winex11.
win32u: Open adapters in NtGdiDdDDIEnumAdapters2 outside of the display devices lock.
win32u: Keep a reference on the adapters gpus.
win32u: Move D3DKMTSetVidPnSourceOwner / D3DKMTCheckVidPnExclusiveOwnership out of winex11.
win32u: Move D3DKMT functions to a new d3dkmt.c source.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5220
I wanted to use ._xy element access to make it shorter, but that attempt was crushed by the reality - such indexing apparently compiles but does not produce correct element access loads. I'm going to update once this is fixed.
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v8: vkd3d-shader/hlsl: Add determinant() function.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/329
Overriding the SDL_VIDEODRIVER variable (for Wayland support as an example)
on the Linux side can lead to some games under Wine failing to load (so treat
that variable as special).
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v2: ntdll: Add SDL_VIDEODRIVER to the special variable list.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5231