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v9: comctl32/listview: Do not return items count on getting next item for last one.
ddraw: Mark failing tests as todo_wine.
comctl32/listview: Add LVM_GETNEXTITEM test.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5909
The first two patches here address an issue I encountered when using Wine's d3dx9 with DXVK in the game Command and Conquer 3. The game calls `D3DXLoadSurfaceFromMemory` on a multisampled render target. This ends up going through the `lock_surface()` helper in d3dx9, which eventually calls `UpdateSurface()` in `unlock_surface()` to copy the staging surface back to the multisampled render target. This succeeds on wined3d even though it shouldn't, and fails on DXVK like it should.
The second two patches address an issue reported in Empires: Dawn of the Modern World, where the game expects a device reset to reset the scene state.
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v4: wined3d: Clear scene state on device state reset.
d3d8/tests: Add a test for device reset after beginning a scene.
d3d9/tests: Add a test for device reset after beginning a scene.
ddraw/tests: Add tests for preserving d3d scene state during primary surface creation.
d3d9: Return failure if a multisampled surface is passed to IDirect3DDevice9::UpdateSurface().
d3d9/tests: Add tests for IDirect3DDevice9::UpdateSurface() with a multisampled surface.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6042