Provide memory allocator functions to zlib so that it is able to allocate memory and then deflate later.
Also, some minor error-handling things.
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v2: opcservices: Check for memory allocation failure before deflating.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5845
Instead of accessing the surface with macdrv_get_surface_display_image.
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v3: winemac: Remove now unnecessary cocoa window surface pointer.
winemac: Push window surface image updates to the main thread.
winemac: Create window surface CGImageRef on surface flush.
winemac: Create a provider for the surface and a HBITMAP wrapping it.
winemac: Remove unused macdrv_get_surface_display_image copy_data parameter.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5798
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56698
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v7: quartz/tests: Test that avi_decompressor_source_qc_Notify does not deadlock if called from a foreign thread during IMemInput_Receive.
quartz: Allow concurrent calls to AVI decoder qc_Notify and Receive.
msvfw32/tests: Test that Cinepak rejects unsupported output types.
iccvid: Reject unsupported output types.
quartz/tests: Add Cinepak test to avi splitter.
winegstreamer: Make AVI splitter use end of previous frame if the current frame doesn't have a timestamp.
winegstreamer: Implement AM_MEDIA_TYPE to wg_format converter for Cinepak video.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5744
Alex Henrie (@alexhenrie) commented about dlls/ntdll/unix/env.c:
> STARTS_WITH( var, "TEMP=" ) ||
> STARTS_WITH( var, "TMP=" ) ||
> STARTS_WITH( var, "QT_" ) ||
> - STARTS_WITH( var, "VK_" ));
> + STARTS_WITH( var, "VK_" ) ||
> + STARTS_WITH( var, "XDG_SESSION_TYPE=" ));
I suspect we should treat any variable that starts with `XDG_` specially, not just `XDG_SESSION_TYPE`.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5839#note_73092
A game creates a vmr7 filter, inserts it in a IFilterGraph2 and
calls put_FullScreenMode(OAFALSE) on the graph's IVideoWindow.
This currently returns E_NOTIMPL in Wine and the game quits
on that error code.
A full solution would likely require to implement IFullScreenVideoEx
filter, and other bits, but this simpler approach let the game move
forward.
Also tested & fixed calling put_FullScreenMode on the current mode
returns S_FALSE instead of S_OK.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5823