This MR adds support for some more OpenGL functionality:
* wglCreateContextAttribsARB
* wglShareLists
* wgl(Get)SwapIntervalEXT
I originally intended to also include a fix for the translucency issue seen in some compositors, by using EGL_EXT_present_opaque. However, I'll hold off for now since I am seeing some issues with certain hardware and pixel formats when using this extension. Initial investigation indicates it is a problem in Mesa. For anyone who is affected by the translucency issue and wants to try out the patch in their local build anyway, it is at: https://gitlab.winehq.org/afrantzis/wine/-/commit/0685d1d2cfc126e2bb546fe2c…
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A question for the upcoming work:
In the next OpenGL part I would like to focus on `WGL_ARB_pixel_format`. I was thinking that if a driver implements `wglGetPixelFormatAttribivARB` then it would be possible, in theory at least, to have a default implementation of `wglChoosePixelFormatARB` (and `wglGetPixelFormatAttribfvARB`) in `opengl32`. I am tempted to do this, instead of adding one more driver specific full implementation, although I am not yet sure if there any driver specific considerations or behaviors that would pose issues with such approach. Thoughts?
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v2: winewayland.drv: Implement wgl(Get)SwapIntervalEXT.
winewayland.drv: Implement wglShareLists.
winewayland.drv: Implement wglCreateContextAttribsARB.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5264
Part 1 of a set of changes for making the recording of highlights and "Play of the Game"s to mp4 in Overwatch work.
This MR contains most of the required IMFMediaSink changes.
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v3: mfplat: Return NULL for *stream_sink on error in IMFMediaSink::AddStreamSink.
mfplat: Accept any media types without a MF_MT_USER_DATA attribute in MFCreateWaveFormatExFromMFMediaType.
mf/tests: Add test for MEStreamSinkStarted and MEStreamSinkRequestSample events.
winegstreamer: Add support for ADTS container format (.aac files).
https://gitlab.winehq.org/wine/wine/-/merge_requests/5159
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