--
v6: vkd3d-shader/fx: Do not align structured data section.
vkd3d-shader/fx: Add initial support for writing buffers descriptions.
vkd3d-shader/fx: Do not align strings for fx_4/fx_5 profiles.
vkd3d-shader/fx: Use variable pointer in write_group().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/636
Implements asin, acos, atan, and atan2.
Also includes some tests in a new test file.
One possible problem here is that I'm not sure how to test what Microsoft's atan and atan2 outputs are in boundary cases like atan2(1, 0). I've made the test suites adhere with the calculator program I've been using (Qalculate, which I assume is using libc's atan2).
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55154
--
v11: vkd3d-shader/hlsl: Implement atan and atan2.
vkd3d-shader/hlsl: Implement acos and asin trig intrinsics.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/364
--
v4: wininet: Add support for reading connection settings binary blobs from registry.
wininet: Add support for writing connection settings binary blobs from registry.
wininet/tests: Cleanup INTERNET_OPTION_PER_CONNECTION_OPTION tests.
wininet: Use GlobalAlloc in InternetQueryOption(INTERNET_OPTION_PER_CONNECTION_OPTION).
wininet: Fix buffer size calculation in InternetQueryOption(INTERNET_OPTION_PER_CONNECTION_OPTION).
wininet: Test INTERNET_OPTION_PER_CONNECTION_OPTION on process settings.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5074
On Tue Feb 13 11:49:44 2024 +0000, Giovanni Mascellani wrote:
> Because you can call `vkd3d_string_buffer_printf()` repeatedly on the
> same buffer, so you don't need a final `hlsl_sprintf_alloc()` just to
> stitch the two strings together.
It appends to the buffer?
--
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/364#note_61362
Besides logging that command, this patch fixes Hero's Land which execures various query commands with powershell. It can survive empty output but aborts if writing command to piped powershell stdin fails.
--
v3: powershell: Read input command from stdin.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5088
On Tue Feb 13 11:53:39 2024 +0000, Giovanni Mascellani wrote:
> You'd rather need to remove the `todo(sm<6)` annotations that Conor left
> behind, once (with your patches) that feature is available in the HLSL compiler.
Aha I think I get it. The todo indicate it's not yet implemented, but I'm implementing it?
--
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/364#note_61360
Besides logging that command, this patch fixes Hero's Land which execures various query commands with powershell. It can survive empty output but aborts if writing command to piped powershell stdin fails.
--
v2: powershell: Read input command from stdin.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5088
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v13: dmime/tests: Improve error reporting from expect_track.
dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Besides logging that command, this patch fixes Hero's Land which execures various query commands with powershell. It can survive empty output but aborts if writing command to piped powershell stdin fails.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5088
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v12: dmime/tests: Improve error reporting from expect_track.
dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v11: dmime/tests: Improve error reporting from expect_track.
dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v10: dmime/tests: Improve error reporting from expect_track.
dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v9: dmime/tests: Improve error reporting from expect_track.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Turns out I broke the non virtual desktop case in some cases. Sorry about that.
This basically uses previous behavior for such (`enable_taskbar` is what's used to also determine layered changes in rest of code) while keeping the fix for virtual desktops (i.e. our own taskbar).
Works correctly for me, but let me know if I did something wrong again (welp).
--
v3: explorer: Set layered style on systray icons before calling into the driver.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5076
**NOTE**: In the end I decided to send the first part of this MR as !616, already merged.
For temporary registers, SM1-SM3 integer types are internally
represented as floating point, so, in order to perform a cast
from ints to floats we need a mere MOV.
By the same token, casts from floats to ints can also be implemented with a FLOOR + MOV,
where the FLOOR is then lowered by the lower_floor() pass.
For constant integer registers "iN" there is no operation for casting
from a floating point register to them. For address registers "aN", and
the loop counting register "aL", vertex shaders have the "mova" operation
but we haven't used these registers in any way yet.
We probably would want to introduce these as synthetic variables
allocated in a special register set. In that case we have to remember to
use MOVA instead of MOV in the store operations, but they shouldn't be src
or dst of CAST operations.
Regarding constant integer registers, in some shaders, constants are
expected to be received formatted as an integer, such as:
int m;
float4 main() : sv_target
{
float4 res = {0, 0, 0, 0};
for (int k = 0; k < m; ++k)
res += k;
return res;
}
which compiles as:
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// m i0 1
//
ps_3_0
def c0, 0, 1, 0, 0
mov r0, c0.x
mov r1.x, c0.x
rep i0
add r0, r0, r1.x
add r1.x, r1.x, c0.y
endrep
mov oC0, r0
but this only happens if the integer constant is used directly in an
instruction that needs it, and as I said there is no instruction that
allows converting them to a float representation.
Notice how a more complex shader, that performs operations with this
integer variable "m":
int m;
float4 main() : sv_target
{
float4 res = {0, 0, 0, 0};
for (int k = 0; k < m * m; ++k)
res += k;
return res;
}
gives the following output:
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// m c0 1
//
ps_3_0
def c1, 0, 0, 1, 0
defi i0, 255, 0, 0, 0
mul r0.x, c0.x, c0.x
mov r1, c1.y
mov r0.y, c1.y
rep i0
mov r0.z, r0.x
break_ge r0.y, r0.z
add r1, r0.y, r1
add r0.y, r0.y, c1.z
endrep
mov oC0, r1
Meaning that the uniform "m" is just stored as a floating point in
"c0", the constant integer register "i0" is just set to 255 (hoping
it is a high enough value) using "defi", and the "break_ge"
involving c0 is used to break from the loop.
We could potentially use this approach to implement loops from SM3
without expecting the variables being received as constant integer
registers.
According to the D3D documentation, for SM1-SM3 constant integer
registers are only used by the 'loop' and 'rep' instructions.
--
v4: vkd3d-shader/hlsl: Lower casts to int for SM1.
tests: Add simple test for implicit cast to int.
vkd3d-shader/d3dbc: Implement casts from ints to floats as a MOV.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/608
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v8: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v7: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v6: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v5: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v4: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v3: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
--
v8: 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.
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
--
v6: vkd3d: Implement ID3D12Resource2.
tests/d3d12: Add a test for zero description count in test_resource_allocation_info().
vkd3d: Return DXGI_ERROR_NOT_FOUND from GetProtectedResourceSession().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/627
An alternative approach to `EnumAdapters2` that does not directly call to GDI driver and therefore does not require GDI driver functions to be expanded. The implementation now lives in `sysparams.c` to make it closer to win32u caches it accesses. It still uses `OpenAdapterFromLuid` internally because that's where adapter handles are actually assigned and to make sure returned handles are usable with other functions that rely on GDI driver being aware of what the handle represents to be able to function correctly (like `QueryVideoMemoryInfo`).
See !4791 for some background and why this version might be preferable over the one submitted there.
--
v9: win32u: Implement NtGdiDdDDIEnumAdapters2.
win32u: Maintain a list of GPUs in cache.
gdi32: Add D3DKMTEnumAdapters2() stub.
gdi32/tests: Add D3DKMTEnumAdapters2 tests.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4857
As per discussion in 606, plumbing constant buffer reflection through
vkd3d-shader requires interface design and API documentation for an interface
which is inherently quite specific to one format. Instead of wasting time on
this interface, just implement RDEF parsing in vkd3d-utils itself. If we change
our mind about this, we can always move the implementation to vkd3d-shader
anyway.
This does not copy the existing implementation from Wine, because:
* Wine does not validate offsets; adding this changes the parsing code
significantly;
* Wine incorrectly handles types, deduplicating them into an rbtree;
* Wine skips several fields which I have been able to find the purpose of.
The implementation is not that complex to begin with, so reimplementing it from
scratch is not much work.
--
v2: vkd3d-utils: Implement ID3D12ShaderReflectionType::GetMemberTypeByIndex().
vkd3d-utils: Implement ID3D12ShaderReflectionVariable::GetType().
vkd3d-utils: Implement ID3D12ShaderReflectionConstantBuffer::GetVariableByIndex().
vkd3d-utils: Parse the RD11 section.
vkd3d-utils: Implement ID3D12ShaderReflection::GetConstantBufferByIndex().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/626
--
v2: server: Enumerate desktop processes for rawinput messages.
server: Keep a list of threads connected to each desktop.
server: Send hardware input to the visible input desktop.
server: Keep track of the winstation input desktop.
win32u: Introduce new NtUserSwitchDesktop syscall stub.
user32/tests: Run in-desktop tests from a new thread.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5066
--
v7: vkd3d-shader/ir: Do not validate SSA with a zero write mask.
vkd3d-shader/dxil: Ignore the auto binding space property.
Force Vulkan 1.1
vkd3d-shader/dxil: Handle constexpr pointer cast.
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
--
v5: Force Vulkan 1.1
vkd3d-shader/dxil: Handle constexpr pointer cast.
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
> Vulkan extension `VK_EXT_depth_range_unrestricted` should be detected and enabled to set the bounds freely.
We probably should, but I think we're also allowed to just clamp to [0, 1]. It's not immediately clear to me whether a corresponding caps bit exists for this in d3d12.
> Conversely, availability of this feature should be advertised with `DepthBoundsTestSupported` in `D3D12_FEATURE_DATA_D3D12_OPTIONS2`.
We already do that, actually. We support enabling depth bounds through D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1, but didn't implement adjusting the min/max values through OMSetDepthBounds() yet.
--
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/632#note_61244
A points that might require some more work:
* According to Microsoft docs, NaN values are automatically mapped to zero. I can't quickly find any hint in the Vulkan specs of how NaN values are supposed to be handled, so I would assume that nothing is enforced and we should do the mapping ourselves.
* Vulkan extension `VK_EXT_depth_range_unrestricted` should be detected and enabled to set the bounds freely.
* Conversely, availability of this feature should be advertised with `DepthBoundsTestSupported` in `D3D12_FEATURE_DATA_D3D12_OPTIONS2`.
--
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/632#note_61243
This allows to declare SRV buffers in the shader tests using `[buffer srv n]` blocks, and passing them to the different backends.
Also, 1/2 includes a missing bit required to parse `Buffer<>` types in the HLSL compiler.
This is a step towards supporting StructuredBuffer types in further patches.
--
v8: vkd3d-shader/hlsl: Parse Buffer types.
tests/shader-runner: Change probe directive syntax on shader_test files.
tests/shader-runner: Change resource declaration syntax on shader_test files.
tests/shader-runner: Support SRV buffers.
tests/shader-runner: Separate resource_type into type and dimension.
vkd3d-shader/hlsl: Introduce validate_method_call().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/569
This adds the missing interfaces for `ID3D11On12Device1` and `ID3D11On12Device2` so they can be used in projects using mingw.
--
v2: d3d11on12: Add interfaces for ID3D11On12Device1 and ID3D11On12Device2
https://gitlab.winehq.org/wine/wine/-/merge_requests/4951
Turns out I broke the non virtual desktop case in some cases. Sorry about that.
This basically uses previous behavior for such (`enable_taskbar` is what's used to also determine layered changes in rest of code) while keeping the fix for virtual desktops (i.e. our own taskbar).
Works correctly for me, but let me know if I did something wrong again (welp).
--
v2: explorer: Set layered style on systray icons before calling into the driver.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5076
There are still some issues I need to fix, mainly around timing conversion between MIDI and dmusic. Right now MIDI files seem to be cut off before the end is reached.
Please have a look at the general approach in the meantime, I need to know if this is the right way to do this or not.
--
v29:
https://gitlab.winehq.org/wine/wine/-/merge_requests/4982
Turns out I broke the non virtual desktop case in some cases. Sorry about that.
This basically uses previous behavior for such (`enable_taskbar` is what's used to also determine layered changes in rest of code) while keeping the fix for virtual desktops (i.e. our own taskbar).
Works correctly for me, but let me know if I did something wrong again (welp).
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5076
Currently GetFileType() ends up returning the file type solely based on Unix fd type if it gets it from server. The problematic case is when our process gets a pipe or socket fd as a stdin or stderr from Unix. The server object which gets created through wine_server_fd_to_handle is a regular file regardless of the underlying Unix fd type. It probably can't be anything else, at least for pipes, as the pipe should have both ends but we have only one in this case.
That causes problems, e. g., with libuv (used, e. g., by Vampire Survivors). It checks stdout handle type and if it is pipe it tries to do SetNamedPipeHandleState() on it and does not tolerate the failure.
It looks more sensible to me to report all the pipes and sockets created through wine_server_fd_to_handle() as regular files as that matches the server objects we have for them. When that is not the case we should get the correct type from server fd type.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/1425
Right now we filter entry points for the target architecture when parsing .spec file. On ARM64X, we're interested in entry points for two different targets. On MSVC (and experimental LLVM), creating importlibs that support both ARM64EC and ARM64 requires passing two .def files. With .spec files, we may generate them both from the same .spec file.
This separates per-target exports into a separate struct, while parser stores all entry points specified in the .spec file.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5082
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
v2: dmime: Read through a MIDI file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
Add a dummy track parser, that reads through MIDI tracks and events. To make sure we understand the file structure correctly, no actual tracks or events are generated.
Also add test cases to make sure we read through a MIDI file correctly.
This is skeleton of the actual MIDI parser. Pending on the merge of !4982
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5081
On Tue Feb 13 16:54:26 2024 +0000, Rémi Bernon wrote:
> Like we discussed I now think this should be implemented more like
> native. As far as I can tell it uses the existing track classes and
> parses MIDI files into them, dispatching the events on each track and
> creating new tracks if needed depending on the event types.
> This could actually make the implementation simpler as many track
> classes are already partially implemented, so it'd just be a matter of
> filling them with the parsed MIDI events.
@rbernon i understand, and i already agreed with you. this MR has been cut back to only include parsing of MIDI file headers
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/4982#note_61132
This implements most of `D3DKMTEnumAdapters2` function, which is [indirectly used by all games using NVIDIA Streamline SDK](https://github.com/NVIDIAGameWorks/Streamline/blob/7ac42e47c7dd55b5b6d…. Having it (and [one another D3DKMT function](https://github.com/NVIDIAGameWorks/Streamline/blob/7ac42e47c7dd55… but one thing at a time) working is a requirement to enable some interesting features like DLFG (also known as DLSS-G / DLSS Frame Generation). Although currently not supported by NVIDIA on Unix systems, the lack of these functions also prevents [some game modifications that hijack DLSS-G](https://github.com/Nukem9/dlssg-to-fsr3) from working altogether because the adapter check still has to be performed.
The way I chose to tackle this was adding a new GDI driver function which winex11 then implements. This mirrors how `D3DKMTOpenAdapterFromLuid` is implemented, but a not-so-short conversation I had with Paul Gofman made me realize that there could be a better way to do this by tapping into win32u's adapter cache. More on that closer to the end, first I'll explain my initial idea.
The handle assignment is quite tricky; because this is done in win32u, we need to prepare as many handles as the number of elements in the array we were passed. However, this array can be much larger than the actual number of GPUs in the system (Windows 10 machine I ran some tests on always responded with 32 `NumAdapters` when given `NULL` in `pAdapters` even though there were just 2 adapters available). I chose to resolve this by allocating that many handles, then calling GDI driver function while still holding the mutex, then freeing unused handles from the end of the list. Some possible alternatives would be:
* Not holding the mutex while calling GDI driver function. We would still allocate more handles than needed but other functions would not be blocked while winex11 is doing its thing. We would then acquire the mutex again to free unused handles, which would require us to search for them first because it would no longer be guaranteed that they are at the end of the list.
* Calling the GDI driver function more than once, the first time to actually enumerate GPUs and the second time to give their handles GDI driver to save them, which would complicate the API contract between win32u and GDI driver quite a bit.
* Pass an additional parameter to let GDI driver allocate handles itself. It could be something as simple as pointer to the next handle variable, or something as complicated as an allocator function than can do anything win32 needs it to do (plus maybe a deallocator function to handle errors). But I suppose it would still require the mutex to be held for the entire call.
* … or something else I didn't think of.
There are two more members returned in each adapter info struct, `NumOfSources` and `bPrecisePresentRegionsPreferred`. I'm not exactly sure how am I supposed to handle them so for now they will always be left zeroed. VidPN and related stuff are just too arcane for me, sorry 😅
However, Paul suggested that I don't actually need to add a new GDI driver function to implement this. If I considered win32u's adapter list as maintained in `sysparams.c` to be the source of truth here, I could avoid calling into GDI driver and just perform the enumeration within win32u. But with how other D3DKMT functions are currently implemented, this will almost surely cause issues when interacting with some of them; e.g. handles returned by `EnumAdapters2` wouldn't be usable with `D3DKMTQueryVideoMemoryInfo` because that function _does_ forward most of the heavy lifting to be done by the GDI driver and winex11 would be unaware of what the given handle represents, hence unable to query appropriate `VkPhysicalDevice`.
(In the short term this could probably be avoided by calling `D3DKMTOpenAdapterFromLuid` for each enumerated LUID but this in turn relies on adapters actually having valid LUIDs assigned. On my current machine, Intel/Nvidia dual GPU laptop running Plasma Wayland, mainline Wine without some patches pulled from Proton seems to have… issues doing this properly…)
On the other hand, if everything in D3DKMT family of functions already went through win32u caches, this would have been much simpler. _Probably._ But because it does not, I feel like I should ask: why was it done like that? If there was a specific reason for avoiding win32u caches, what would be the correct way of implementing `EnumAdapters2` then? Following the way of `OpenAdapterFromLuid` and mapping UUIDs to LUIDs manually via the registry (my first/existing version, which also makes this fully reliant on Vulkan) or rewriting all this to go through win32u adapter cache? If the latter, then shouldn't existing D3DKMT functions perhaps be rewritten to use the cache as well and avoid calling GDI driver/Vulkan?
I'm open to suggestions so please let me know if you have any.
(I'm aware Wine is currently in code freeze, but I wanted to send this to gather some early feedback, I'm fine with waiting a few weeks before this becomes eligible for merging.)
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/4791
for details see https://bugs.winehq.org/show_bug.cgi?id=56065
This change adds an implementation of Win32 API function GetAnycastIpAddressTable() that is used by Adoptium OpenJDK 21 and later to initialize Secure Random Generator. This implementation does not return real information, it just says "no entries found".
--
v13: iphlpapi: Add stub for GetAnycastIpAddressTable().
https://gitlab.winehq.org/wine/wine/-/merge_requests/4940
An alternative approach to `EnumAdapters2` that does not directly call to GDI driver and therefore does not require GDI driver functions to be expanded. The implementation now lives in `sysparams.c` to make it closer to win32u caches it accesses. It still uses `OpenAdapterFromLuid` internally because that's where adapter handles are actually assigned and to make sure returned handles are usable with other functions that rely on GDI driver being aware of what the handle represents to be able to function correctly (like `QueryVideoMemoryInfo`).
See !4791 for some background and why this version might be preferable over the one submitted there.
--
v8: win32u: Implement NtGdiDdDDIEnumAdapters2.
win32u: Maintain a list of GPUs in cache.
gdi32: Add D3DKMTEnumAdapters2() stub.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4857
--
v5: vkd3d: Support aliased tile binding if available.
vkd3d: Implement ID3D12CommandQueue::UpdateTileMappings() for textures.
vkd3d: Implement ID3D12CommandQueue::UpdateTileMappings() for buffers.
vkd3d: Pre-bind sparse texture mip tails.
tests/d3d12: Add a test for freeing underlying memory of a reserved resource.
tests/d3d12: Add tests for UpdateTileMappings().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/631
--
v3: vkd3d-shader/dxil: Set the correct swizzle and mask in sm6_parser_emit_dx_calculate_lod().
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
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v2: 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: 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: Implement ID3D12Resource2.
tests/d3d12: Add a test for zero description count in test_resource_allocation_info().
vkd3d: Return DXGI_ERROR_NOT_FOUND from GetProtectedResourceSession().
tests/d3d12: Add tests for 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 intrinsic GetDimensions.
vkd3d-shader/dxil: Move the resource kind helper functions up.
vkd3d-shader/spirv: Introduce a sample info flag value for a scalar uint dst parameter.
vkd3d-shader/dxil: Implement DX instruction CalculateLOD.
vkd3d-shader/dxil: Implement DX instructions Dot2, Dot3 and Dot4.
vkd3d-shader/dxil: Implement DX instruction MakeDouble.
vkd3d-shader/dxil: Implement DX instruction Saturate.
vkd3d-shader/dxil: Implement DX instruction FAbs.
vkd3d-shader/dxil: Implement DX instructions FMa, FMad, IMad and UMad.
vkd3d-shader/spirv: Use source data type in spirv_compiler_emit_imad().
vkd3d-shader/spirv: Support VKD3DSI_PRECISE_XYZW for SINCOS.
vkd3d-shader/spirv: Support VKD3DSI_PRECISE_XYZW for GLSL extension instructions.
vkd3d-shader/dxil: Implement DX instruction BufferUpdateCounter.
vkd3d-shader/dxil: Implement DX Gather* instructions.
vkd3d-shader/dxil: Implement DX Sample* instructions.
vkd3d-shader/dxil: Read sampler descriptors.
vkd3d-shader/dxil: Implement DX instruction Barrier.
vkd3d-shader/dxil: Implement DX instructions AtomicBinOp and AtomicCompareExchange.
vkd3d-shader/dxil: Implement DX intrinsic RawBufferStore.
vkd3d-shader/dxil: Handle raw and structured buffers in sm6_parser_emit_dx_buffer_store().
vkd3d-shader/dxil: Implement DX intrinsic BufferStore.
tests/shader-runner: Add a test for a signed int structured buffer UAV.
tests/shader-runner: Add a test for a signed int typed buffer UAV.
tests/shader-runner: Support structured buffer UAVs.
vkd3d-shader/spirv: Do not assert data type is uint in spirv_compiler_emit_store_uav_raw_structured().
vkd3d-shader/dxil: Support I/O registers.
vkd3d-shader/dxil: Load hull shader properties.
vkd3d-shader/dxil: Load domain shader properties.
vkd3d-shader/dxil: Load geometry shader properties.
vkd3d-shader/dxil: Implement a CFG structuriser.
vkd3d-shader/dxil: Implement the DXIL CMPXCHG instruction.
vkd3d-shader/dxil: Implement the DXIL ATOMICRMW instruction.
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