This is the first batch of a series implementing faster media source resolution required to workaround an Unreal Engine race condition present in some games, and deterministic stream ordering that decodebin / parsebin cannot provide, which is required to expose the streams in native order, for compatibility in several other applications.
I pushed the full series as a branch here: https://gitlab.winehq.org/rbernon/wine/-/commits/mr/wg-source-part-one
Note that this full series is also a first step in the direction of having a simpler demuxer interface, which will be required in the future for compatibility with applications that build MF or DirectShow pipelines directly and expect the relevant components to behave as a demuxer and expose compressed media types. For now it only delays the use of wg_parser to whenever the media source is started, and matches the non-ordered streams using their media types and tags. This is a best effort solution but I don't think we can do much better for the moment.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3606
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v2: winegstreamer: Expose the generic video decoder transform.
winegstreamer: Introduce a generic audio decoder transform.
winegstreamer: Rename aac_decoder to audio_decoder.
winegstreamer: Translate generic unknown audio / video media types.
winegstreamer: Support generic audio / video unknown formats.
winegstreamer: Call gst_video_info_from_caps for all video formats.
winegstreamer: Call gst_audio_info_from_caps for all audio formats.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5138
As mentioned in https://gitlab.winehq.org/wine/wine/-/merge_requests/5264, the next step for OpenGL in the Wayland driver is support for WGL_ARB_pixel_format. It seems possible, at least in theory, to move a large part of the logic involved in this extension outside the drivers for common use by all of them (or ones that want to opt-in).
The goal of this RFC MR is, through experimentation and discussion/feedback, evaluate:
1. Whether making such functionality available outside the drivers (likely in an opt-in manner to begin with) is a productive way forward, or the complexity and platform specific decisions favor the current per-driver approach.
2. If we think that (1) is a worthy goal, what's the best mechanism to achieve it.
Note that the focus of this MR is currently on being a proof-of-concept, rather providing ready-for-detailed-review code (although I have done my best to keep the code decent). This MR currently (roughly in commit order):
* Introduces a new wgl driver callback to allow drivers to provide to opengl32/unix a list of formats and many details about them.
* Uses the information in that list to implement wglGetPixelFormatAttrib*.
* Uses the information in that list plus format sorting rules from WineX11 (effectively GLX rules plus tweaks) to implement wglChoosePixelFormatARB.
* Implements the get_pixel_formats callback for the Wayland driver.
* Hacks the get_pixel_formats callback for WineX11, and to allow me to run some experiments to compare the output of native WineX11 and get_pixel_formats-WineX11. In the admittedly not too many games I tried the sort order is the same, so at least that's encouraging.
My thoughts and notes so far:
* Using this approach for wglGetPixelFormatAttrib* works well, and we can also implement wglDescribePixelFormat in this way.
* It's not at all clear what the "right" sorting rules are for wglChoosePixelFormatARB.
* WineX11 uses GLX + tweaks (e.g., changes depth sorting). This means that larger formats tend to be preferred, at least according to the GLX spec. For example, asking for a r5, g6, b5 in the attributes is supposed to give back rgb888 (or even higher if available) as the top format in the list. Interestingly, and to confuse things even more, I haven't been able to make GLX return non-888(8) configs at all to actually test this more, so perhaps that's what saves it here? However, eglChooseConfig works similarly and there I was able to verify this behavior (e.g., got a nice surprise 10-bit format when asking for 5551 :)).
* Winemac has its own custom logic.
* Mesa's WGL implementation uses a different approach, closer to Wine's normal (wgl)ChoosePixelFormat, where proximity to the target format is strongly rewarded (so it seems asking for r5g6b5 is much more likely to actually get you that).
* Of course, the "gold standard" here would be to try to infer and use the rules used by some windows driver.
Looking forward to thoughts/feedback!
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5388
On the client side, frame aperture may be included or omitted. This can be used to include or drop the frame padding, and the VideoProcessor MFT supports it.
On GStreamer side, we can only use the unpadded frame size in the caps, because this is how decoders work, and padding needs to be added as a property of the input/output video buffers. Then, frame size needs to be adjusted to be consistent between input and output, and any difference considered as extra padding to be added on one side or the other.
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v3: winegstreamer: Respect video format padding for input buffers too.
winegstreamer: Exclude padding from wg_format video frame size.
winegstreamer: Use video info stride in buffer meta rather than videoflip.
winegstreamer: Use a new wg_video_buffer_pool class to add buffer meta.
winegstreamer: Update the output_format when stream format changes.
winegstreamer: Pass optional GstVideoInfo to read_transform_output_data.
winegstreamer: Split read_transform_output_data in two helpers.
winegstreamer: Introduce a new sample_needs_copy_buffer helper.
winegstreamer: Introduce a new sample_set_flags_from_buffer helper.
mf/tests: Add more video processor tests with aperture.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5055
I'm currently, very unsuccessfully, tracking down a crash on the unix side that only happens on Gitlab, and although I'm still unable to reproduce it, it then would be useful to have gdb to attach on segfault when I will.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5367
More details here: https://devblogs.microsoft.com/oldnewthing/20181206-00/?p=100415
However it does not mention that `PAGE_NOACCESS` and `PAGE_READONLY` still result in an error on Windows, which is properly implemented in this MR.
Only `WriteProcessMemory` offers this "service", `NtWriteVirtualMemory` will fail on non-writeable and executable regions (and already does so, except for the the mach server backend, which needs https://gitlab.winehq.org/wine/wine/-/merge_requests/4826 to also behave correctly here).
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v4: kernelbase: Flush instruction cache in WriteProcessMemory.
kernelbase: Allow WriteProcessMemory to succeed on PAGE_EXECUTE and PAGE_EXECUTE_READ.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5222
This table doesn't really grow when the total number of handles
exceeds the initial size. It will instead try to wrap and lead to
an access violation.
Signed-off-by: David Kahurani <k.kahurani(a)gmail.com>
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5353
Project Kunai associates cloud account with a mix of various items,
including board serial number, resulting in several machines being
bound to the same cloud account because the momo serial number is
always empty.
Note: this patch doesn't follow the systemd guidelines of not
exposing directly /etc/machine-id content (but Wine already
exposes /etc/machine-id as Windows machine GUID).
Signed-off-by: Eric Pouech <epouech(a)codeweavers.com>
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4773