--
v2: odbc32: Use SQLSetConnectAttrW() instead of SQLSetConnectAttr() if possible.
odbc32: Use SQLFreeHandle() instead of SQLFreeEnv/Connect().
odbc32: Set parent functions before creating the environment handle.
odbc32: Accept SQL_FETCH_NEXT in SQLDataSources/Drivers() if the key has not been opened.
odbc32: Factor out helpers to create driver environment and connection handles.
odbc32: Implement SQLGetInfo(SQL_ODBC_VER).
odbc32: Default to ODBC version 2.
odbc32: Handle options in SQLFreeStmt().
odbc32: Stub SQLGetEnvAttr(SQL_ATTR_CONNECTION_POOLING).
odbc32: Implement SQLGet/SetConnectAttr(SQL_ATTR_CONNECTION_TIMEOUT).
odbc32: Implement SQLGet/SetConnectAttr(SQL_ATTR_LOGIN_TIMEOUT).
https://gitlab.winehq.org/wine/wine/-/merge_requests/6050
Send INVALIDATEMEDIATYPE to allow the transform type to be set before
retrying PROCESSINPUTNOTIFY.
--
v2: mf: Retry PROCESSINPUTNOTIFY if TRANSFORM_TYPE_NOT_SET is returned.
mf/tests: Add tests for custom evr presenter.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6059
I'm not sure about the need for this solution, so it's a **DRAFT**. For me it is an academic interest to check whether atomic locks will give advantages over pthread_mutex in games. First impressions are that games have become smoother, but need to think about tests that can actually be measured.
Before build need define `WINE_USE_ATOMIC_LOCKS`.
```bash
export CFLAGS="${CFLAGS} -DWINE_USE_ATOMIC_LOCKS"
```
--
v6: ws2_32: Add atomic lock support.
wine32u: Add atomic lock support.
winevulkan: Add atomic lock support.
ntdll: Add atomic lock support.
winewayland: Add atomic lock support.
include: Define custom mutex macroses.
msxml3: Fix compilation errors with Clang 18.
configure: Change C standard to C17.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6031