Creates test for the following things:
- Whether a combination of BackBufferCount + SwapEffect results in another buffer being added that acts as a front buffer. We used to have bugs caused by this in DXVK ages ago.
- GetFrontBufferData actually copying data from the front buffer to the target surface and not from one of the back buffers. This is motivated by a DXVK bug with a modded version of Silent Hill 2 we had recently.
- GetFrontBufferData produces a specific fixed alpha value depending on whether the swapchain is windowed or fullscreen. That's a TODO for now because neither Wine nor DXVK implements this and it's a bit annoying to implement this while not a single application is known to rely on this.
- GetFrontBufferData is supposed to capture a screenshot of the entire monitor. So this MR adds a test to make sure that the application window is positioned correctly in the target surface after calling GetFrontBufferData. Total War Medieval 2 actually hit this issue with DXVK on its loading screen in windowed mode.
All the new tests pass on Windows 11 on the Nvidia D3D9 driver.
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v2: d3d9: Add test for GetFrontBufferData window placement.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5500
Creates test for the following things:
- Whether a combination of BackBufferCount + SwapEffect results in another buffer being added that acts as a front buffer. We used to have bugs caused by this in DXVK ages ago.
- GetFrontBufferData actually copying data from the front buffer to the target surface and not from one of the back buffers. This is motivated by a DXVK bug with a modded version of Silent Hill 2 we had recently.
- GetFrontBufferData produces a specific fixed alpha value depending on whether the swapchain is windowed or fullscreen. That's a TODO for now because neither Wine nor DXVK implements this and it's a bit annoying to implement this while not a single application is known to rely on this.
- GetFrontBufferData is supposed to capture a screenshot of the entire monitor. So this MR adds a test to make sure that the application window is positioned correctly in the target surface after calling GetFrontBufferData. Total War Medieval 2 actually hit this issue with DXVK on its loading screen in windowed mode.
All the new tests pass on Windows 11 on the Nvidia D3D9 driver.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5500
Start the DOSVM tick timer when the GET_SYSTEM_TIME interrupt
(int 1a ah 00) is fired. This fixes a bug when running Sid Meier's
CIVILIZATION for Windows 3.1 where the game would appear to hang at the
launch screen (although sound would play as expected). This was due to
the BIOSDATA.Ticks field never being updated.
I originally had written a version of this patch which moved away from using `BIOSDATA.Ticks` until I saw that the timer thread existed and seemed like a more sensible option.
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v2: krnl386.exe16: Start DOSVM timer on GET_SYSTEM_TIME
https://gitlab.winehq.org/wine/wine/-/merge_requests/5498
Includes !782 to prevent the 32-bit Windows CI crashing.
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v9: vkd3d-shader/dxil: Support SV_Depth, SV_DepthGreaterEqual and SV_DepthLessEqual.
tests/hlsl: Add pixel shader depth-out tests.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/777