I missed a system input method that we should exclude when looking for IMEs - the emoji Touch Bar.
Also the mask applied to keyboard scan codes seems to result in some mismatched events and out-of-order input.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5207
This is the current proton thread priority implementation by @rbernon rebased for upstream with a few `#ifdef`s added since AFAIK Linux is the only operating system where threads have a unique PID which can be used to set niceness on.
~~I also ran `./tools/make_requests` on https://gitlab.winehq.org/mzent/wine/-/commit/6705d3481be0409f7e971c1d2c7a3… as well and `autoconf` on https://gitlab.winehq.org/mzent/wine/-/commit/d7bafe40c411753662b2ad97148a6… (which does blow up the line count a bit).~~
A few tiny changes ~~(with the ready variable for example)~~ are in anticipation for Part 2, which also adds Mach thread priorities and recalculates thread priorities on process priority change.
Since this is a rather large MR, I hope the split here is appropriate ~~(with the second part being slightly smaller)~~, but I think logically it makes the most sense here.
--
v14: server: Check wineserver privileges on init with -20 niceness.
server: Use setpriority to update thread niceness when safe.
ntdll: Set RLIMIT_NICE to its hard limit.
server: Introduce new set_thread_priority helper.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4551
Parse MIDI meta set tempo events, and create a tempotrack for it.
--
v2: dmime: Parse MIDI Set Tempo meta events and generate a tempotrack.
dmime: Implement setting TempoParam for tempotracks.
dmime: Use linked list for tempotrack.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5190
This is the first part of a larger serie to cover module loading and debug
info file lookup in dbghelp.
This first part covers:
- a bunch of new tests
- ensuring correct behavior of native some errors pointed out by tests
(64 bit modules can be loaded on 32 bit programs, and whether the
fullpath is used in some API).
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5204
This MR introduces support for OpenGL in the Wayland driver.
Since the MR started to become somewhat long I have left some things for a subsequent part 13.2:
* wgl(Get)SwapIntervalEXT (which means everything is vsync-ed at the moment)
* wglShareLists
* wglCreateContextAttribsARB
* Fix for some apps appearing translucent in certain compositors (typically when fullscreen).
Missing features not planned to be part of the 13.x MRs:
* Offscreen rendering through pbuffers or pixmaps, since Wayland EGL doesn't support them (perhaps we can simulate with FBOs instead?).
* Front buffer rendering. Again Wayland EGL doesn't support this, and certainly not in the form needed (i.e., the surface should be available for additional rendering with GDI). In the experimental branch I implemented a workaround that seemed to work for many cases, but will need to revisit and reevaluate options. IIRC, the most common case I have seen for this is when using wined3d/gl for older (Direct)2D games, so perhaps we can find a better solution at that layer.
* Child window rendering (this needs infrastructure in Wayland driver core which will enable both GL and Vulkan rendering in child windows).
* Cross-process rendering.
Thanks!
--
v2: winewayland.drv: Handle resizing of OpenGL content.
winewayland.drv: Implement wglSwapBuffers.
winewayland.drv: Implement wglMakeCurrent and wglMakeContextCurrentARB.
winewayland.drv: Implement OpenGL context creation.
winewayland.drv: Implement wglSetPixelFormat(WINE).
winewayland.drv: Implement wglDescribePixelFormat.
winewayland.drv: Implement wglGetProcAddress.
winewayland.drv: Implement wglGetExtensionsString{ARB,EXT}.
winewayland.drv: Initialize core GL functions.
winewayland.drv: Add skeleton OpenGL driver.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5177
--
v4: mfreadwrite/reader: Implement IMFSourceReaderEx_GetTransformForStream.
mfreadwrite/reader: Create and append a converter transform.
mfreadwrite/reader: Keep the stream transforms in a list.
mfreadwrite/reader: Call SetOutputType directly on the decoder transform.
mf/topology_loader: Only propagate some media type attributes.
mfreadwrite/reader: Split source_reader_create_decoder_for_stream helper.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5120
This is the current proton thread priority implementation by @rbernon rebased for upstream with a few `#ifdef`s added since AFAIK Linux is the only operating system where threads have a unique PID which can be used to set niceness on.
~~I also ran `./tools/make_requests` on https://gitlab.winehq.org/mzent/wine/-/commit/6705d3481be0409f7e971c1d2c7a3… as well and `autoconf` on https://gitlab.winehq.org/mzent/wine/-/commit/d7bafe40c411753662b2ad97148a6… (which does blow up the line count a bit).~~
A few tiny changes ~~(with the ready variable for example)~~ are in anticipation for Part 2, which also adds Mach thread priorities and recalculates thread priorities on process priority change.
Since this is a rather large MR, I hope the split here is appropriate ~~(with the second part being slightly smaller)~~, but I think logically it makes the most sense here.
--
v13: server: Check wineserver privileges on init with -20 niceness.
server: Use setpriority to update thread niceness when safe.
ntdll: Set RLIMIT_NICE to its hard limit.
server: Introduce new set_thread_priority helper.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4551
--
v3: mfreadwrite/reader: Implement IMFSourceReaderEx_GetTransformForStream.
mfreadwrite/reader: Create and append a converter transform.
mfreadwrite/reader: Keep the stream transforms in a list.
mfreadwrite/reader: Call SetOutputType directly on the decoder transform.
mf/topology_loader: Only propagate some media type attributes.
mfreadwrite/reader: Split source_reader_create_decoder_for_stream helper.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5120
Yakuza 6's Puyo Puyo minigame creates a texture from a DDS file that is the equivalent format of `DXGI_FORMAT_B4G4R4A4_UNORM`, which windowscodecs does not support.
This patch converts the texture into the equivalent of `DXGI_FORMAT_R8G8B8A8_UNORM` DDS file at the start of `load_texture_data()`, which allows us to avoid having an entirely separate code path for this specific image type. This current patch just handles the most basic of DDS files, if this approach seems reasonable I will flesh it out more, I just wanted to see if it was a good/bad idea before putting anymore work into it. :)
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5022
Test module references created by resolving forwarded exports.
The following diagram explains what happens in bug #52094 under the hood:
```mermaid
graph TB
subgraph state_00["Initial"]
direction LR
s00_ida[ida64.dll] ~~~ s00_idapy[idapython64.dll] -. "(import)" .-> s00_py3[python3.dll] -. "(forwards to)" .-> s00_py311[python311.dll]
end
state_00 -. "1. <strong><code><span style='color:#28f'>Load</span>Library("</code></strong>configured Python version (e.g., python311.dll)<strong><code>")</code></strong>" .-> state_01
subgraph state_01["python311.dll loaded"]
direction LR
s01_ida[ida64.dll] ~~~ s01_idapy[idapython64.dll] -. "(import)" .-> s01_py3[python3.dll] -. "(forwards to)" .-> s01_py311[python311.dll]
s01_ida -- "<em>dynamic</em> ref" --> s01_py311
end
state_01 -. "2. <strong><code><span style='color:#28f'>Load</span>Library("</code></strong>idapython64.dll<strong><code>")</code></strong>" .-> state_02
subgraph state_02["idapython64.dll loaded"]
direction LR
s02_ida[ida64.dll] -- "<em>dynamic</em> ref" --> s02_idapy[idapython64.dll] -- "<em><strong>static</strong></em> ref" --> s02_py3[python3.dll] -. "(forwards to)" .-> s02_py311[python311.dll]
s02_ida -- "<em>dynamic</em> ref" --> s02_py311
s02_idapy -- "<span style='color:red'><em><strong>static forwarded</strong></em> ref</span>" --> s02_py311
end
state_02 -. "3. <strong><code><span style='color:#d70'>Free</span>Library("</code></strong>configured Python version (e.g., python311.dll)<strong><code>")</code></strong>" .-> state_03
subgraph state_03["python311.dll reference removed"]
direction LR
style s03_py311 color:#f00,stroke:#f00
s03_ida[ida64.dll] -- "<em>dynamic</em> ref" --> s03_idapy[idapython64.dll] -- "<em><strong>static</strong></em> ref" --> s03_py3[python3.dll] -. "(forwards to)" .-> s03_py311[python311.dll]
s03_ida -. "<del><em>dynamic</em> ref (deleted)</del>" .-> s03_py311
s03_idapy -- "<span style='color:red'><em><strong>static forwarded</strong></em> ref</span>" --> s03_py311
end
```
On Windows, the <em><strong>static forwarded</strong></em> ref keeps `python311.dll` from being unloaded; however, Wine is missing this behavior, causing it to be unloaded and segfault immediately (since further initialization happens just after step 3 FreeLibrary). The tests aim to reproduce this condition.
---
### Alternative options
1. Find existing DLLs satisfying this scenario: I haven't found any in wine tree. Let me know if I missed anything.
2. Construct PE for the DLLs on-the-fly: This sounds more complicated than a handful of test DLLs.
--
v6: kernel32/tests: Test module refcounting with forwarded exports.
https://gitlab.winehq.org/wine/wine/-/merge_requests/364
Add support for NV12 to ``evr_render()``, as otherwise no video is rendered
at all in games like Age of Empires II DE (see: https://github.com/ValveSoftware/Proton/issues/3189#issuecomment-1962984985)
Interestingly, this doesn't result in NV12 data being passed to ``evr_copy_sample_buffer()`` as I suspected, so the RGB32 copying code seems to work fine.
Nevertheless, add a warning if we get an unknown format in ``evr_copy_sample_buffer()``, as that could potentially lead to nasty memory
issues (e.g., if we get the width/lines/stride wrong).
I confess, I don't really understand what's going on here: the format of the video is definitely ``MFVideoFormat_NV12`` in ``evr_render()``, but I never see any attempt to use NV12 in ``evr_copy_sample_buffer()`` — it's always ``MFVideoFormat_RGB32``. For that reason, I've also not tried to write any tests here — I don't know the MF API well enough to plumb this all the way through. On the bright side, though, the fact that everything mysteriously ends up as RGB32 means I haven't had to write an NV12 codepath for ``evr_copy_sample_buffer()`` — I'm not sure exactly how to handle the multi-plane formats there.
--
v4: evr/dshow: Support NV12 in evr_render
https://gitlab.winehq.org/wine/wine/-/merge_requests/5157
Application "ZusiDisplay" wants to set these socket options. setsockopt() currently returns an error on wine, which prevents the application from working correctly.
I'm not really sure if I'm using the IOCTL_AFD_WINE_SET/GET_* correctly. Maybe the new ones should have different "function" numbers and be sorted below the one for TCP_NODELAY?
Also, not sure if anything needs to be done in unix/socket.c for portability. Are these TCP_KEEPIDLE etc. constants defined on all OSes supported by wine? If not, how should I handle this?
ZusiDisplay seems to work fine if the setsockopt() call is ignored in wine, without returning an error. So if this merge request is not that great, I'd be happy to send a merge request to ignore the call instead.
--
v2: ws2_32: Implement TCP_KEEP{ALIVE,CNT,INTVL} options.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5195
The tests on line 495, 498 and 499 in the file `dlls/comctl32/tests/monthcal.c` fail on February 29th of a leap year.
The failure originates from the line 484 `st[1].wYear++;` where a year is added to the current date making it for example Feb 29th 2025. This will then produce a failure in the handling of the message. Specifically, the function call to `MONTHCAL_ValidateDate(&range[1])` in the function `MONTHCAL_SetRange` in the file `/dlls/comctl32/monthcal.c` will return `FALSE`. Note that the source code is handling the leap year correctly. It is only the test that fails incorrectly.
The fix on the new line 472 is technically not necessary, since the limits of that test message are 0 and thus the date is not checked for validity. However, it was included in this patch for completeness.
Happy leap year :smile:
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5196
Add support for NV12 to ``evr_render()``, as otherwise no video is rendered
at all in games like Age of Empires II DE (see: https://github.com/ValveSoftware/Proton/issues/3189#issuecomment-1962984985)
Interestingly, this doesn't result in NV12 data being passed to ``evr_copy_sample_buffer()`` as I suspected, so the RGB32 copying code seems to work fine.
Nevertheless, add a warning if we get an unknown format in ``evr_copy_sample_buffer()``, as that could potentially lead to nasty memory
issues (e.g., if we get the width/lines/stride wrong).
I confess, I don't really understand what's going on here: the format of the video is definitely ``MFVideoFormat_NV12`` in ``evr_render()``, but I never see any attempt to use NV12 in ``evr_copy_sample_buffer()`` — it's always ``MFVideoFormat_RGB32``. For that reason, I've also not tried to write any tests here — I don't know the MF API well enough to plumb this all the way through. On the bright side, though, the fact that everything mysteriously ends up as RGB32 means I haven't had to write an NV12 codepath for ``evr_copy_sample_buffer()`` — I'm not sure exactly how to handle the multi-plane formats there.
--
v3: evr/dshow: Support NV12 in evr_render
https://gitlab.winehq.org/wine/wine/-/merge_requests/5157
This is a change from the default behavior in macdrv for as long as it's existed, as far as I can tell. Previously, gaining a dock icon was a one-way path. However, that doesn't jive with the way taskbar entries work on Windows; if an app has no windows, it doesn't appear in the taskbar. This patch attempts to remedy cases where an app winds up with superfluous dock icons for exe's that no longer have windows (looking at you, basically every launcher and Steam).
The major concern I can see with this is that if an app closes all of its windows but does not exit, there will be no indication that it is still running. Two thoughts on that:
1. That *should* be an anomalous case, such as the app hanging on exit.
2. Effectively the same behavior would happen on Windows.
I would love to hear any other thoughts about this change. I'm open (though I would not prefer it) to defaulting the registry key to false if that would alleviate any concerns.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5188
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With the new extension, we may implement wow64 correctly, without `VK_EXT_external_memory_host` hacks. This is both more correct and more performant (essentially eliminating Vulkan wow64 performance penalty).
--
v4: winevulkan: Use VK_EXT_map_memory_placed for memory mapping on wow64.
winevulkan: Refactor extra extensions handling in wine_vk_device_convert_create_info.
winevulkan: Use handle map for memory objects.
winevulkan: Rename wine_device_memory mapping to vm_map.
winevulkan: Remove no longer needed spec workarounds.
winevulkan: Update to VK spec version 1.3.278.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5128
Application "ZusiDisplay" wants to set these socket options. setsockopt() currently returns an error on wine, which prevents the application from working correctly.
I'm not really sure if I'm using the IOCTL_AFD_WINE_SET/GET_* correctly. Maybe the new ones should have different "function" numbers and be sorted below the one for TCP_NODELAY?
Also, not sure if anything needs to be done in unix/socket.c for portability. Are these TCP_KEEPIDLE etc. constants defined on all OSes supported by wine? If not, how should I handle this?
ZusiDisplay seems to work fine if the setsockopt() call is ignored in wine, without returning an error. So if this merge request is not that great, I'd be happy to send a merge request to ignore the call instead.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5195
This applies on top of !662, the last four commits belong here.
Here we compute a topological order (plus some additional properties) of the shader blocks. Eventually the blocks will be emitted precisely in this order, after having been enriched with structured control flow information.
--
v8: vkd3d-shader/ir: Keep loops contiguous in the topological sort.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/672
Add support for NV12 to ``evr_render()``, as otherwise no video is rendered
at all in games like Age of Empires II DE (see: https://github.com/ValveSoftware/Proton/issues/3189#issuecomment-1962984985)
Interestingly, this doesn't result in NV12 data being passed to ``evr_copy_sample_buffer()`` as I suspected, so the RGB32 copying code seems to work fine.
Nevertheless, add a warning if we get an unknown format in ``evr_copy_sample_buffer()``, as that could potentially lead to nasty memory
issues (e.g., if we get the width/lines/stride wrong).
I confess, I don't really understand what's going on here: the format of the video is definitely ``MFVideoFormat_NV12`` in ``evr_render()``, but I never see any attempt to use NV12 in ``evr_copy_sample_buffer()`` — it's always ``MFVideoFormat_RGB32``. For that reason, I've also not tried to write any tests here — I don't know the MF API well enough to plumb this all the way through. On the bright side, though, the fact that everything mysteriously ends up as RGB32 means I haven't had to write an NV12 codepath for ``evr_copy_sample_buffer()`` — I'm not sure exactly how to handle the multi-plane formats there.
--
v2: evr/dshow: Support NV12 in evr_render
https://gitlab.winehq.org/wine/wine/-/merge_requests/5157
This is some preparatory work for vulkan child window and other features which currently live in Proton. I think this could be upstream already, and it will make rebasing patches on top of it simpler. To get vulkan child window upstream we'd probably still need to rework it a bit and maybe try to move the wait and blit to `vkQueuePresent` somehow.
The idea here is also that although Vulkan spec does not allow multiple active swapchains for the same window, Windows tends to allow it especially with D3D, and we also need to support the case where multiple APIs are use to draw onto the same window surface (as we implement D3D on top of GL/Vk for instance).
--
v3: winex11: Rename X11DRV_FLUSH_GL_DRAWABLE to X11DRV_PRESENT_DRAWABLE.
winex11: Put detached client windows surfaces offscreen.
winex11: Re-attach vulkan surfaces when images are acquired.
winevulkan: Add vkAcquireNextImage(2)KHR driver entries.
winex11: Resize detached vulkan surfaces when window is resized.
winex11: Detach the vulkan surfaces when their HWND is destroyed.
winex11: Detach vulkan client windows before destroying them.
winex11: Introduce a new detach_client_window helper.
winex11: Add traces to vulkan surface grab / release.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4533
This is some very old patch series, initially aimed at speeding up Gears of Wars online connection, but it wasn't clear if it was actually necessary.
We now confirmed that it is also required for Gears 5 online mode, and without it, connection fails with an error message. I updated the last change to specifically handle TLS rehandshake vs empty input, to avoid breaking some tests. I think having empty input when renegotiating is a valid scenario, although I'm not sure how to write tests for that (it will require some server-side part to request a re-handshake to the client).
In any case, this has nothing to do with client certificate as the returned ERROR_WINHTTP_CLIENT_AUTH_CERT_NEEDED error in the code seems to suggest.
--
v2: secur32: Perform TLS re-handshake after SEC_I_RENEGOTIATE was returned.
winhttp: Handle SEC_I_RENEGOTIATE after DecryptMessage.
winhttp: Introduce new netconn_negotiate helper.
winhttp: Move connect end checks out of the loop.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3199
Based on mingw-w64.
System modules on Windows have load config available. In fact, all applications using the default MSVC for crt have it. mingw-w64 provides the load config, but it also requires linker to use it and currently only LLD supports it. This MR does the same in winecrt0. We will need it on both ARM64 and ARM64EC targets to support ARM64X (which requires LLD for other reasons anyway).
--
v4: winebuild: Output load config on PE targets.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5184
Add support for NV12 to ``evr_render()``, as otherwise no video is rendered
at all in games like Age of Empires II DE (see: https://github.com/ValveSoftware/Proton/issues/3189#issuecomment-1962984985)
Interestingly, this doesn't result in NV12 data being passed to ``evr_copy_sample_buffer()`` as I suspected, so the RGB32 copying code seems to work fine.
Nevertheless, add a warning if we get an unknown format in ``evr_copy_sample_buffer()``, as that could potentially lead to nasty memory
issues (e.g., if we get the width/lines/stride wrong).
I confess, I don't really understand what's going on here: the format of the video is definitely ``MFVideoFormat_NV12`` in ``evr_render()``, but I never see any attempt to use NV12 in ``evr_copy_sample_buffer()`` — it's always ``MFVideoFormat_RGB32``. For that reason, I've also not tried to write any tests here — I don't know the MF API well enough to plumb this all the way through. On the bright side, though, the fact that everything mysteriously ends up as RGB32 means I haven't had to write an NV12 codepath for ``evr_copy_sample_buffer()`` — I'm not sure exactly how to handle the multi-plane formats there.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5157
--
v23: vkd3d-shader/dxil: Emit a specific warning for explicit wave size.
vkd3d-shader/dxil: Emit a specific warning for RT acceleration structs.
vkd3d-shader/spirv: Implement the UNPACK_4X8 instruction.
vkd3d-shader/dxil: Implement DX intrinsic Unpack4x8.
vkd3d-shader/spirv: Implement the PACK_4X8 instruction.
vkd3d-shader/dxil: Implement DX intrinsic Pack4x8.
vkd3d-shader/dxil: Add a second pre-pass for AnnotateHandle.
vkd3d-shader/dxil: Implement DX intrinsics Dot4AddI8Packed and Dot4AddU8Packed.
vkd3d-shader/spirv: Introduce DP4_I8 and DP4_U8 instructions.
vkd3d-shader/dxil: Support FCMP_ORD and FCMP_UNO for CMP2.
vkd3d-shader/spirv: Introduce ORD and UNO instructions.
vkd3d-shader/spirv: Support bool comparisons.
vkd3d-shader/dxil: Support scalar ALLOCA.
vkd3d-shader/dxil: Handle resource handle creation in a pre-pass.
vkd3d-shader/dxil: Bitcast the result of image atomic ops if necessary.
vkd3d-shader/dxil: Emit an error for mesh, amplification and library shaders.
vkd3d: Enable KHR_fragment_shader_barycentric.
vkd3d-shader/dxil: Support the barycentrics register type.
vkd3d: Enable EXT_shader_image_atomic_int64.
vkd3d-shader/spirv: Support 64-bit UAV atomics.
vkd3d-shader/dxil: Implement DX intrinsic WaveQuadReadLaneAt.
vkd3d-shader/dxil: Implement DX intrinsic WavePrefixOp.
vkd3d-shader/dxil: Ignore "llvm.lifetime.*" intrinsics.
vkd3d-shader/dxil: Implement DX intrinsic AnnotateHandle.
vkd3d-shader/dxil: Implement DX intrinsic CreateHandleFromBinding.
vkd3d-shader/dxil: Also set the result type for cast to minimum-precision.
vkd3d-shader/dxil: Emit a minimum 4-byte stride for minimum-precision TGSMs.
vkd3d-shader/spirv: Do not convert 64-bit write mask to 32-bit if register info is 64-bit.
vkd3d-shader/dxil: Handle forward-referenced GEP.
vkd3d-shader/ir: Do not validate SSA with a zero write mask.
vkd3d-shader/dxil: Ignore the auto binding space property.
vkd3d-shader/dxil: Handle constexpr pointer cast.
tests/shader-runner: Add a clip distance array test.
vkd3d-shader/ir: Transform clip/cull inputs/outputs for DXIL shaders also.
tests/d3d12: Test multiple clip distance inputs in test_clip_distance().
tests/d3d12: Use five clip distances for the multiple test in test_clip_distance().
vkd3d-shader/ir: Transform clip/cull outputs and patch constants into arrays.
vkd3d-shader/ir: Transform clip/cull inputs into an array.
vkd3d-shader/spirv: Support no-op signature elements.
vkd3d: Implement GetCopyableFootprints1().
vkd3d: Implement CreatePlacedResource1().
vkd3d: Implement CreateCommittedResource2().
vkd3d: Implement GetResourceAllocationInfo2().
tests/d3d12: Add tests for GetCopyableFootprints1().
tests/d3d12: Add tests for CreatePlacedResource1().
tests/d3d12: Add tests for CreateCommittedResource2().
tests/d3d12: Add tests for GetResourceAllocationInfo2().
vkd3d: Add ID3D12Device8 interface stubs.
vkd3d: Return DXGI_ERROR_NOT_FOUND from GetProtectedResourceSession().
vkd3d: Add ID3D12CommandList6 interface stubs.
vkd3d: Replace the descriptor object cache with a thread-local implementation.
vkd3d-shader/spirv: Apply the sequentially consistent ordering flag to atomic instructions.
vkd3d-shader/spirv: Handle in-bounds register indices.
vkd3d-shader/spirv: Trace instead of warn for alignment of indexable temps.
vkd3d-shader/spirv: Emit aligned register copies.
vkd3d-shader/spirv: Emit aligned register loads.
vkd3d-shader/dxil: Use a bool for tracking loop merge targets.
vkd3d-shader/dxil: Use a bool for tracking reachability.
vkd3d-shader/dxil: Use node visit flag in cfg_structuriser_insert_phi().
vkd3d-shader/dxil: Use node visit flag in cfg_structuriser_find_break_target_for_selection_construct().
vkd3d-shader/dxil: Use node visit flag in cfg_structuriser_traverse_dominated_blocks_and_rewrite_branch().
vkd3d-shader/dxil: Use node visit flag in cfg_structuriser_can_backtrace_to().
vkd3d-shader/dxil: Use node visit flag in sm6_block_post_dominates_any_work().
vkd3d-shader/dxil: Use node visit flag in sm6_block_reaches_backward_visited_node().
vkd3d-shader/dxil: Use node visit flag in the loop tracer.
vkd3d-shader/dxil: Use node visit flag in sm6_block_dominates_all_reachable_exits().
vkd3d-shader/dxil: Introduce helpers for allocating flags to track node visits.
vkd3d-shader/spirv: Emit interpolation mode for outputs.
vkd3d-shader/dxil: Fix eliminate_node_links_preds_to_succ for multiple uses of inner PHI.
vkd3d-shader/dxil: Don't add fake_succ if we already have a normal succ.
vkd3d-shader/dxil: Invent a ladder block if we have to in loops.
vkd3d-shader/dxil: Refactor ladder creation in find_loops.
vkd3d-shader/dxil: Never duplicate back-edges.
vkd3d-shader/dxil: Reconsider continue breaks if they can reach more normal break nodes.
vkd3d-shader/dxil: Handle breaking return constructs better.
vkd3d-shader/dxil: Consider switch blocks that branch to continue block.
vkd3d-shader/dxil: Consider duplicate branches when eliminating degenerates.
vkd3d-shader/dxil: Handle scenario where switch breaks out unexpectedly.
vkd3d-shader/dxil: Reduce switch merge scope when appropriate.
vkd3d-shader/dxil: Refactor traverse_dominated_blocks to always filter multi-access.
vkd3d-shader/dxil: Try harder to tie-break merge fixups with early return.
vkd3d-shader/dxil: Don't consider vestigal breaks to be break candidates.
vkd3d-shader/dxil: Fix backwards traversal of nested loops that are not reachable.
vkd3d-shader/dxil: Rewrite multiple back edges if needed.
vkd3d-shader/dxil: Consider that split merge blocks can be hidden in pred blocks.
vkd3d-shader/dxil: Fix CFG validation error after last SPIRV-Tools.
vkd3d-shader/dxil: Consider more scenarios where we need to introduce dummy case labels.
vkd3d-shader/dxil: Consider multiple impossible switch merge candidates.
vkd3d-shader/dxil: Fix a scenario where we need loop merge rather than selection merge.
vkd3d-shader/dxil: Fix bug in find_common_post_dominator_with_ignored_break.
vkd3d-shader/dxil: Avoid catastrophic cancellation of PHI nodes when merging PHI nodes.
vkd3d-shader/dxil: Fix compiler warnings.
vkd3d-shader/dxil: Emit non-sysval bool inputs/outputs as uint.
vkd3d-shader/dxil: Emit register minimum precision.
vkd3d-shader/spirv: Emit minimum precision decoration.
vkd3d: Use FIXME_ONCE in d3d12_command_list_WriteBufferImmediate().
vkd3d-shader/dxil: Implement DX instruction CBufferLoad.
vkd3d-shader/spirv: Support scalar constant buffer load.
tests/shader_runner: Test wave ops.
vkd3d-shader/dxil: Implement DX instruction WaveActiveAllEqual.
vkd3d-shader/spirv: Introduce a WAVE_ACTIVE_ALL_EQUAL instruction.
vkd3d-shader/spirv: Enable capability GroupNonUniform for wave inputs.
vkd3d-shader/dxil: Implement DX instruction WaveActiveBallot.
vkd3d-shader/spirv: Introduce a WAVE_ACTIVE_BALLOT instruction.
vkd3d-shader/main: Deduplicate dumped shaders.
vkd3d-shader/dxil: Implement DX instruction WaveQuadOp.
vkd3d-shader/dxil: Implement DX instructions WaveAllTrue and WaveAnyTrue.
vkd3d-shader/dxil: Implement DX instruction WaveGetLaneCount.
vkd3d-shader/spirv: Introduce WAVE_QUAD_OP_D/H/V instructions.
vkd3d-shader/spirv: Introduce WAVE_ALL_TRUE and WAVE_ANY_TRUE instructions.
vkd3d-shader/spirv: Introduce a WAVELANECOUNT register.
vkd3d: Use FIXME_ONCE for BeginEvent() and EndEvent().
tests: Introduce test compilation with dxc.
tests/d3d12: Introduce DXC compiled shader buffers and a dxc_compiler header.
vkd3d: Report highest shader model as 6.0.
vkd3d-shader/spirv: Do not warn if unhandled global flags are zero.
vkd3d-shader/spirv: Silence more global flag fixmes.
vkd3d-shader/dxil: Implement DX instruction WaveReadLaneAt.
vkd3d-shader/dxil: Implement DX instruction WaveIsFirstLane.
vkd3d-shader/dxil: Implement DX instruction WaveGetLaneIndex.
vkd3d-shader/dxil: Implement DX instruction WaveActiveBit.
vkd3d-shader/dxil: Implement DX instruction WaveActiveOp.
vkd3d-shader/dxil: Implement DX instructions WaveAllBitCount, WavePrefixBitCount and WaveReadLaneFirst.
vkd3d-shader/spirv: Introduce a WAVELANEINDEX register type.
vkd3d-shader/spirv: Introduce a WAVE_READ_LANE_AT instruction.
vkd3d-shader/spirv: Introduce a WAVE_IS_FIRST_LANE instruction.
vkd3d-shader/spirv: Introduce WAVE_ACTIVE_BIT_* and WAVE_ACTIVE_OP_* instructions.
vkd3d-shader/spirv: Introduce a WAVE_READ_LANE_FIRST instruction.
vkd3d-shader/spirv: Introduce WAVE_ALL_BIT_COUNT and WAVE_PREFIX_BIT_COUNT instructions.
vkd3d: Initialise wave ops feature options.
vkd3d-shader: Introduce a wave ops feature flag.
vkd3d: Use Vulkan 1.1 and SPIR-V 1.3.
vkd3d-shader/dxil: Implement DX instruction OutputControlPointID.
vkd3d-shader/dxil: Implement DX instruction DomainLocation.
vkd3d-shader/dxil: Implement DX instruction StorePatchConstant.
vkd3d-shader/dxil: Implement DX instructions LoadOutputControlPoint and LoadPatchConstant.
vkd3d-shader/dxil: Support constexpr GEP.
vkd3d-shader/dxil: Support patch constant functions and signatures.
vkd3d-shader/dxil: Implement DX instruction Discard.
vkd3d-shader/dxil: Implement DX instructions EmitStream, CutStream and EmitThenCutStream.
vkd3d-shader/dxil: Implement DX instruction SampleIndex.
vkd3d-shader/dxil: Implement DX instructions EvalSampleIndex and EvalCentroid.
vkd3d-shader/dxil: Implement DX instruction PrimitiveID.
vkd3d-shader/dxil: Implement DX instructions ThreadId, GroupId, ThreadIdInGroup and FlattenedThreadIdInGroup.
vkd3d-shader/dxil: Implement DX instruction Coverage.
vkd3d-shader/dxil: Implement DX instruction RenderTargetGetSampleCount.
vkd3d-shader/dxil: Implement DX instructions Texture2DMSGetSamplePosition and RenderTargetGetSamplePosition.
vkd3d-shader/dxil: Implement DX instruction CalculateLOD.
This merge request has too many patches to be relayed via email.
Please visit the URL below to see the contents of the merge request.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/648
This applies on top of !662, the last four commits belong here.
Here we compute a topological order (plus some additional properties) of the shader blocks. Eventually the blocks will be emitted precisely in this order, after having been enriched with structured control flow information.
--
v7: vkd3d-shader/ir: Keep loops contiguous in the topological sort.
vkd3d-shader/ir: Dump the topological order of the control flow graph.
vkd3d-shader/ir: Topologically sort the control flow graph.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/672
This MR ensures that document mode isn't updated on the wrong document when a DOMContentLoaded event occurs. This is done by always using the event target dispex (instead of the dispex associated with doc associated with the event listener).
This fixes the launcher for Swords of Legends Online.
--
v6: mshtml: Don't handle special case when doc != node->doc.
mshtml: Always use the event target dispex.
mshtml/tests: Add test for document mode after InitNew and Load.
mshtml: Use generic event dispatcher for DOMContentLoaded.
mshtml: Pass DOMEvent instead of nsIDOMEvent during handle_event.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5156
This MR ensures that document mode isn't updated on the wrong document when a DOMContentLoaded event occurs. This is done by always using the event target dispex (instead of the dispex associated with doc associated with the event listener).
This fixes the launcher for Swords of Legends Online.
--
v5: mshtml: Don't handle special case when doc != node->doc.
mshtml: Always use the event target dispex.
mshtml/tests: Add test for document mode after InitNew and Load.
mshtml: Use generic event dispatcher for DOMContentLoaded.
mshtml: Pass DOMEvent instead of nsIDOMEvent during handle_event.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5156
This MR ensures that document mode isn't updated on the wrong document when a DOMContentLoaded event occurs. This is done by always using the event target dispex (instead of the dispex associated with doc associated with the event listener).
This fixes the launcher for Swords of Legends Online.
--
v4: mshtml: Don't handle special case when doc != node->doc.
mshtml: Always use the event target dispex.
mshtml/tests: Add test for document mode after InitNew and Load.
mshtml: Use generic event dispatcher for DOMContentLoaded.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5156
This MR introduces support for OpenGL in the Wayland driver.
Since the MR started to become somewhat long I have left some things for a subsequent part 13.2:
* wgl(Get)SwapIntervalEXT (which means everything is vsync-ed at the moment)
* wglShareLists
* wglCreateContextAttribsARB
* Fix for some apps appearing translucent in certain compositors (typically when fullscreen).
Missing features not planned to be part of the 13.x MRs:
* Offscreen rendering through pbuffers or pixmaps, since Wayland EGL doesn't support them (perhaps we can simulate with FBOs instead?).
* Front buffer rendering. Again Wayland EGL doesn't support this, and certainly not in the form needed (i.e., the surface should be available for additional rendering with GDI). In the experimental branch I implemented a workaround that seemed to work for many cases, but will need to revisit and reevaluate options. IIRC, the most common case I have seen for this is when using wined3d/gl for older (Direct)2D games, so perhaps we can find a better solution at that layer.
* Child window rendering (this needs infrastructure in Wayland driver core which will enable both GL and Vulkan rendering in child windows).
* Cross-process rendering.
Thanks!
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5177
On Wed Feb 28 21:19:13 2024 +0000, llyyr wrote:
> Do you need my legal name or does it just need to be in a FirstName
> LastName format?
> Either way, as mentioned above these commits are really just rebases of
> @afrantzis's branch. So they can't really be considered authored by me,
> I'm perfectly fine with it being committed and signed off by him.
I don't wanna stall too much so signed it off with my real name
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5178#note_62972
Create a bandtrack for MIDI files by picking out the MIDI 0xCn events, and creating matching DMUS_PATCH_PMSG.
* * *
This also has a commit adding a stub chordtrack, which is small so I think a separate MR is unwarranted. Can be split out if necessary.
--
v6: dmime: Add a stub chordtrack for MIDI segments.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5141
Based on mingw-w64.
System modules on Windows have load config available. In fact, all applications using the default MSVC for crt have it. mingw-w64 provides the load config, but it also requires linker to use it and currently only LLD supports it. This MR does the same in winecrt0. We will need it on both ARM64 and ARM64EC targets to support ARM64X (which requires LLD for other reasons anyway).
--
v3: winecrt0: Use load config on all targets.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5184
Currently if anything has created, e. g., HKLM\\Software\\Wow6432Node\\Wow6432Node key, all the WOW keys with subkeys for HKLM\\Software will be created in HKLM\\Software\\Wow6432Node\\Wow6432Node\\ instead of HKLM\\Software\\Wow6432Node. And then those keys cannot be found. The test in the patch demonstrates such a case.
This should fix Tom Clancy's The Division (more exactly, Ubisoft launcher setup) from Steam where Steam prerequisite setup step creates "HKEY_LOCAL_MACHINE\\SOFTWARE\\Wow6432Node\\Ubisoft\\The Division - Steam" from a 32 bit program, which results in HKLM\\Software\\Wow6432Node\\Wow6432Node presence (correctly), and from this point everything gets broken.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5187
Based on mingw-w64.
System modules on Windows have load config available. In fact, all applications using the default MSVC for crt have it. mingw-w64 provides the load config, but it also requires linker to use it and currently only LLD supports it. This MR does the same in winecrt0. We will need it on both ARM64 and ARM64EC targets to support ARM64X (which requires LLD for other reasons anyway).
--
v2: winecrt0: Use load config on all targets.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5184
Based on mingw-w64.
System modules on Windows have load config available. In fact, all applications using the default MSVC for crt have it. mingw-w64 provides the load config, but it also requires linker to use it and currently only LLD supports it. This MR does the same in winecrt0. We will need it on both ARM64 and ARM64EC targets to support ARM64X (which requires LLD for other reasons anyway).
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5184
Apparently, 1454ffe7ddf01226aacec07836d4afa62fecd3fa introduced
the assumption that the font passed to gdip_format_string is
non-NULL, and GdipAddPathString wasn't passing it in.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5185
--
v2: mfreadwrite/reader: Implement IMFSourceReaderEx_GetTransformForStream.
mfreadwrite/reader: Create and append a converter transform.
mfreadwrite/reader: Keep the stream transforms in a list.
mfreadwrite/reader: Call SetOutputType directly on the decoder transform.
mfreadwrite/reader: Split source_reader_create_decoder_for_stream helper.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5120
On Wed Feb 28 11:16:58 2024 +0000, Stefan Dösinger wrote:
> This is more a curiosity rather than something that needs to be
> addressed in this patch: Dies CreateDeviceFromClipper fail if the
> clipper has no window (but instead a cliplist or simply nothing)?
> I would expect it to fail, but otoh SetCooperativeLevel on a NULL HWND
> works in DDSCL_NORMAL I think.
I had checked the no-window scenario (on WinXP) and IIRC, it treated coordinates as screen coordinates.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5161#note_62946
This applies on top of !662, the last four commits belong here.
Here we compute a topological order (plus some additional properties) of the shader blocks. Eventually the blocks will be emitted precisely in this order, after having been enriched with structured control flow information.
--
v6: vkd3d-shader/ir: Keep loops contiguous in the topological sort.
vkd3d-shader/ir: Dump the topological order of the control flow graph.
vkd3d-shader/ir: Topologically sort the control flow graph.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/672
On Wed Feb 28 11:16:57 2024 +0000, Stefan Dösinger wrote:
> Suggestion: Check if *device is indeed the IDirect3DRMDevice (QI
> IID_IDirect3DRMDevice from it and compare pointers). We have cases in
> plain ddraw where callbacks and getters return the interface passed in
> instead of what the header says and applications depend on it.
> IOW, if you register the callback with
> IDirect3DRMDevice3::AddUpdateCallback you may or may not get an
> IDirect3DRMDevice3 * here.
Interesting. Yeah, I may add some testing for that in another MR.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5161#note_62936
On Wed Feb 28 11:16:56 2024 +0000, Stefan Dösinger wrote:
> I am wondering if this breaks the tests
> (test_create_device_from_clipper1 checks the refcount), but the
> IDirectDrawSurface::SetClipper holds a reference itself. So we're
> probably fine with not holding a ref ourselves, especially if we don't
> use the clipper object anywhere.
FWIW, I ran the tests on a local box running XP bare-metal, and it seemed fine with this.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5161#note_62935
This applies on top of !662, the last four commits belong here.
Here we compute a topological order (plus some additional properties) of the shader blocks. Eventually the blocks will be emitted precisely in this order, after having been enriched with structured control flow information.
--
v5: vkd3d-shader/ir: Keep loops contiguous in the topological sort.
vkd3d-shader/ir: Dump the topological order of the control flow graph.
vkd3d-shader/ir: Topologically sort the control flow graph.
vkd3d-shader/ir: Allow adding to a block list without checking for duplicates.
vkd3d-shader/ir: Sort each loop by block label.
vkd3d-shader/ir: Dump the loops in the control flow graph.
vkd3d-shader/ir: Keep track of loops by header block.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/672
This MR ensures that document mode isn't updated on the wrong document when a DOMContentLoaded event occurs. This is done by always using the event target dispex (instead of the dispex associated with doc associated with the event listener).
This fixes the launcher for Swords of Legends Online.
--
v3: mshtml: Don't handle special case when doc != node->doc.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5156
On Wed Feb 28 11:17:59 2024 +0000, Stefan Dösinger wrote:
> There is room for future work, but nothing that needs to be in this
> patchset IMHO:
> 1) Check how multiple ForceUpdate / Clear calls influence the returned
> list of rectangles
> 2) Check which d3drmdevice interface is passed to the update callbacks
Ah I missed your remarks on the cover letter regarding point 1.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5161#note_62913
There is room for future work, but nothing that needs to be in this patchset IMHO:
1) Check how multiple ForceUpdate / Clear calls influence the returned list of rectangles
2) Check which d3drmdevice interface is passed to the update callbacks
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5161#note_62911
Stefan Dösinger (@stefan) commented about dlls/d3drm/tests/d3drm.c:
> + DWORD clip_list_size;
> + RGNDATA *clip_list;
> + HWND window;
> + HRESULT hr;
> +
> + window = create_window();
> +
> + /* Set up device */
> + hr = DirectDrawCreateClipper(0, &clipper, NULL);
> + ok(hr == DD_OK, "Cannot get IDirectDrawClipper interface, hr %#lx.\n", hr);
> + hr = IDirectDrawClipper_SetHWnd(clipper, 0, window);
> + ok(hr == DD_OK, "Cannot set HWnd to Clipper, hr %#lx.\n", hr);
> + hr = Direct3DRMCreate(&d3drm1);
> + ok(SUCCEEDED(hr), "Cannot create IDirect3DRM instance, hr %#lx.\n", hr);
> + hr = IDirect3DRM_CreateDeviceFromClipper(d3drm1, clipper, &driver, dev_width, dev_height, &device1);
> + ok(hr == D3DRM_OK, "Cannot create IDirect3DRMDevice interface, hr %#lx.\n", hr);
This is more a curiosity rather than something that needs to be addressed in this patch: Dies CreateDeviceFromClipper fail if the clipper has no window (but instead a cliplist or simply nothing)?
I would expect it to fail, but otoh SetCooperativeLevel on a NULL HWND works in DDSCL_NORMAL I think.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5161#note_62909