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.
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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.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5305
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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
This applies on top of !711, the last three commits belong here.
This MR and the following ones will introduce a number of optimization passes on the structured representation of the shader, with the goal of fixing the idiosyncrasies of the code generated by the new structurizer. The general pattern is that we want to recognize when the combination of loops and jumps can be rather written with selection constructs. Ideally that should bring to removing all the synthesized loop intervals, but that cannot be guaranteed in general. We still want to do remove all the loops we can, first to make the generated code easier to read and to recompile, and second because having fewer loops also means that more multilevel jumps become ordinary single level jumps, which do not require overhead to be represented in SPIR-V.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/722