For https://gitlab.winehq.org/wine/wine/-/merge_requests/7512 to use it to locate window shared objects.
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v7: win32u: Use the session shared object to implement is_window.
win32u: Use the session shared object for user handle entries.
server: Move the user object handle table to the shared memory.
server: Use NTUSER_OBJ constants for user object types.
server: Create a shared memory object for the global session.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7610
For https://gitlab.winehq.org/wine/wine/-/merge_requests/7512 to use it to locate window shared objects.
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v6: win32u: Use the session shared object to implement is_window.
win32u: Use the session shared object for user handle entries.
server: Move the user object handle table to the shared memory.
server: Use NTUSER_OBJ constants for user object types.
server: Create a shared memory object for the global session.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7610
My hardware is Ryzen 7 4700u with the integrated graphics
Flatout (Direct3D 9): 20 fps (renders correctly)
Unigine Heaven (OpenGL): ~40-60 fps (renders correctly)
Unigine Heaven (Direct3D 9): 20-30 fps (renders correctly)
Unigine Heaven (Direct3D 11): 20-30 fps as well (renders correctly)
Elder Scrolls IV (Direct3D 9): 20 fps (renders correctly)
BeamNG Tech Demo 0.3 (Direct3D 9): 2 fps (renders correctly, but still runs poorly)
Massive step up from getting 2 fps across many wined3d games, but it's still pretty bad, ~~and sometimes runs worse than the original code~~. Now with a combination of using the new and old code dynamically you can get the best of both worlds!
Unfortunately, we lose the ability to get lucky with the mapping just happening to be in the 32 bit range.
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v7: opengl32: speed up wow64 mapping.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5145