With no compiler support, there's no easy way to verify shader runner support for d3d11 UAV counters works, so I've left it out for now.
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v4: vkd3d-shader/dxil: Implement DX intrinsic BufferUpdateCounter.
tests/hlsl: Add UAV counter tests.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/714
Goes atop !681. The last 8 commits belong here.
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v7: vkd3d-shader/spirv: Emit a warning if atomic RMW flags are unhandled.
vkd3d-shader/dxil: Implement the DXIL ATOMICRMW instruction.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/707
With no compiler support, there's no easy way to verify shader runner support for d3d11 UAV counters works, so I've left it out for now.
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v2: vkd3d-shader/dxil: Implement DX intrinsic BufferUpdateCounter.
tests/hlsl: Add UAV counter tests.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/714
There are a couple of reports concerning (huge) slow downs when using minidump on x86_64.
Some even happen during game play with > 25s of slugginess.
See also https://bugs.winehq.org/show_bug.cgi?id=55798
This is the first part for addressing this issue:
- update minidumpapiset.h to latest defines,
- add a bunch of tests for minidump generation / reloading.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5293
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v3: win32u: Enumerate monitors from their device keys.
win32u: Get rid of the monitor flags.
win32u: Get rid of the adapter display_device.
win32u: Get rid of the monitor state_flags.
win32u: Get rid of the monitor display_device.
win32u: Split writing monitor to registry to a separate helper.
win32u: Add an adapter struct to the device manager context.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5262
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v5: win32u, explorer: Restore display settings on process exit.
winex11.drv: Process RRNotify events in xrandr14_get_id.
user32/tests: Test that display settings are restored on process exit.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5060