This WIP branch prototypes the usage of virtual display devices (through "virtual desktop" mode at the moment) to support display mode emulation in the Wayland driver.
It works by allowing the driver to mark each host adapter with a virtual_id, which, if present, signals to win32u that it should include the adapter in the virtual display configuration. The virtual configuration (along with the virtual ids) is reported back to the driver though a new user driver function. If none of the host adapters is marked with a virtual id (i.e., all other drivers) we fall back to the single virtual display mode as before.
Some deficiencies and open questions with the prototype:
1. Virtual desktop mode implies a lot of behavior that we don't want at this point the Wayland driver (e.g., taskbar window, changing the display mode to the virtual desktop resolution at startup, some changes in fsclip behavior). One way forward would be to have a "virtual display devices" mode separate from the "virtual desktop" mode, so that drivers can opt in only to the desired behavior (virtual desktop would imply virtual devices, to maintain the current behavior).
2. It's not clear to me what would be the best way for a driver to opt in or out of certain core behavior. Perhaps the driver would change some volatile registry key which other components would consult? Or introduce a user driver function for core to query the driver about such features on demand? Is there some precedence I can get inspiration from?
3. At the moment, the prototype calls the new "NotifyVirtualDevices" user driver callback only in the process which the display update occurred. This means that other processes don't get notified of the virtual devices mapping to host devices, so, in the Wayland driver case, we are not able to scale windows from those processes properly. One approach would be for core to ensure that the NotifyVirtualDevices callback is called once in all processes, but I am not sure what's the best way to achieve this (or even if this is the preferred approach). Another way would be to have a mechanism for the driver to query the virtual device info (+mappings) on demand, and just broadcast a message to all windows. In this case it could even be done internally by the driver (so more in line with what the part-12 MR is doing), if we don't want to introduce a more global behavior. Perhaps there is some even better mechanism, which would also be more fitting to how we envision the virtual display/devic
es to evolve going forward.
Let me know what you think!
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5057
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v3: include: Fix wmemchr C++ warning.
include: Fix InlineIsEqualGUID C++ warning.
include: Add some _BitScanForward(64) declarations in intrin.h.
include: Add a __shiftright128 intrinsic definition.
include: Add a _umul128 intrinsic definition.
include: Move FILE_DISPOSITION_INFO after DeleteFile(A|W).
include: Add a MB_CUR_MAX definition in ctype.h.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6752
This is an adjustment of 7324.
d3d9:visual already has a test that's relatively close to what a simplified
version of the tests in 7324 looked like, so I made the few changes to expand
that test to match and then ported it to ddraw.
Implementation-wise, this removes the SD/HD difference (which only exists on
NVidia and is not necessary to improve the mentioned application).
It also removes the clamping of YUV values, which as the tests show is not
correct.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/7416
This MR adds the ability to support float encoding (which will be used by the IMFTransform interface).
It also adds tests and addresses a number of small discrepancies discovered between the Wine and native implementation.
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v3: mp3dmod: Ensure nChannels is greater than zero on input.
mp3dmod/tests: Add test for nChannels = 0 on input.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7432
These changes are enough to allow building the entirety of the native (ELF) side with `-flto`.
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v3: loader: Mark thread_ldt, thread_data, wld_start "used".
ntdll: Mark call_init_thunk and abort_thread "used".
https://gitlab.winehq.org/wine/wine/-/merge_requests/7119
This patch series reworks `D3DXSaveSurfaceToFileInMemory()` to use the new `d3dx_save_pixels_to_memory()` function.
It also adds support for selecting a replacement pixel format when the image file format being saved to doesn't have direct support for the pixel format being saved. The code for calculating the best replacement format was inspired by the code in `check_texture_requirements()` in `d3dx9_36/texture.c`. This should fix WineHQ bug 51584, but I haven't tested that.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/7436
Related Wine issue: https://bugs.winehq.org/show_bug.cgi?id=52714
I'm starting work on updating/extending Linux force feedback API and one of my goals is to expose the number and an array that contains the device's ffb-enabled axes. As I'm mainly working with USB PID driver, I already have a POC of obtaining this data.
What prompted this is that currently Wine always creates virtual joysticks with two PID ffb axes. This causes issues with [Richard Burns Rally](https://github.com/ValveSoftware/Proton/issues/6702#issuecomment-267…, as this game incorrectly initializes a `CONSTANT_FORCE` effect with all the FFB axes that contain `DIDOI_FFACTUATOR` flag and then trying to update `cAxes` and `rgdwAxes` values which leads to `DIERR_INVALIDPARAM`.
Now, this flag is set by wine while enumerating virtual device's axes and while `(axis index < FFB axes)`, flag is applied. This means, that every device which has FFB functionality and at least two axes, will report FFB on `X`, `Y`.
While updated API would mean a lot of steering wheels would correctly report only 1 axis, a lot of USB PID wheels still include `X` and `Y` in their `AXES_ENABLE` and `DIRECTION` usages. This, again, would lead to broken FFB (in affected games).
On Windows, there's a possibility of overwriting some joystick capabilities with registry entries, which ends up removing `DIDOI_FFACTUATOR` flag from a selected axis. This doesn't work in Wine.
This MR allows Wine to add an arbitrary number (up to `PID_AXES_MAX`) of axes to the PID descriptor, based on the value of Haptic Axes from SDL or from Linux FF api in the future (I'm working on it). Additionally, to work around RBR and other games with similar, wrong FFB handling, I introduced a [hint](https://github.com/libsdl-org/SDL/issues/12341) to SDL that allows a dynamic overwrite of the number of haptic axes. For the Linux API, I'll figure out a nice way to override when the number of axes will be exposed.
With these changes, I was able to successfully get force feedback on my Moza Racing R9 with all axes usable. With additional traces in the dinput code, I confirmed that with one axis defined in the PID descriptor, the game created a constant force effect with just one axis and `cAxes = 1`.
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v6:
https://gitlab.winehq.org/wine/wine/-/merge_requests/7422