I'm not sure this is 100% safe (maybe limiting those blits to sysmem textures
would be better like stated in the original change?)
--
v2: HACK: wined3d: Disable CS thread check.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6300
This variable is the Wine's equivalent of the SDL_VIDEODRIVER/
SDL_VIDEO_DRIVER variable in SDL 2 and 3 (it explicitly selects
a list of graphics/video drivers to be used).
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/6301
This is based on work done by Andrew Eikum. It has been in some form in Proton for the last 4 years.
If server's sampling rate is not 48kHz **DOOM Eternal** will try to set it 48kHz for the streams using the implemented interface. There's a whole class of audio devices that use 44.1kHz sampling rate and at least PulseAudio / PipeWire tends to inherit the value from the hardware to avoid resampling. The value can also be overridden by the user via the audio server's config files.
In such cases, if the interface is not present or stubbed, this results in **audio underruns and noticeable crackling**.
It's easy to test with pipewire-pulse:
```
$ cat /etc/pipewire/pipewire.conf.d/sample-rate.conf
context.properties = {
default.clock.rate = 41100
}
```
With PulseAudio this should be doable via setting `default-sample-rate = 41100` in `/etc/pulse/daemon.conf`.
--
v6: winepulse.drv: Implement set_sample_rate.
mmdevapi: Add stub IAudioClockAdjustment implementation.
mmdevapi/tests: Add more IAudioClock tests.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5585
--
v2: secur32/tests: Make NTLM encryption tests work on newer Windows versions.
secur32/tests: Separate NTLM signature and encryption tests.
secur32/tests: Fix a typo.
secur32/tests: Don't use fake user/domain/password in NTLM tests.
secur32/tests: Avoid assigning a 4-byte status to an 1-byte variable.
secur32/tests: Don't load secur32.dll dynamically.
msv1_0: Make buffer large enough to hold NTLM_MAX_BUF bytes of base64 encoded data.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6297
On Fri Aug 16 14:08:15 2024 +0000, Aida Jonikienė wrote:
> WineHQ contribution guidelines require the use of real name for
> contributions (even if the change is completely unrelated to reverse-engineering)
> Also I have a nit for the missing dot at the end of commit message
> (Julliard will add one when merging this MR but it's nice to add it anyway)
Ok both done.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/6299#note_78967
EGL Wayland doesn't support pbuffer EGLSurfaces (and it doesn't seem it will ever gain support for them), but we can emulate them in winewayland WGL/OpenGL by using a normal window EGLSurface targeting an unmapped wl_surface. For `wglBindTexImage` we use the same `glCopyTexImage` approach used by winex11 and, like in winex11, our implementation is incomplete (only 2D textures and only from the pbuffer back buffer), but should be a good start.
Please try a few of your (likely) older games that use pbuffers and let me know if you see any issues.
Note: While implementing this I realized that we are missing a `wglGetPixelFormat` implementation, I will provide one in a follow-up MR.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/6298
ODBCINST.INI = Driver Infomration.
ODBC.INI = DSN information.
Drivers have to be registered with the system, so will be under LOCAL_MACHINE.
Tested with both MySQL and Postgresql ODBC drivers which supply the ODBCINST.INI
parameter when requesting driver information.
--
v3: odbccp32: SQLGet/WritePrivateProfileStringW support driver config
https://gitlab.winehq.org/wine/wine/-/merge_requests/6295