This requires !423.
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v3: gitlab: Expect builds to always succeed, even when tests are allowed to fail.
include: Import vkd3d_d3dcompiler.h instead of redefining D3D_BLOB_PART.
ci: Make the MoltenVK logging less verbose.
vkd3d-shader: Explicitly cast vkd3d_shader_global_flags to uint64_t.
ci: Allow the artifact copy to fail.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/445
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v4: vkd3d-shader/spirv: No longer handle builtin array size mismatch in spirv_compiler_emit_input().
vkd3d-shader/spirv: Remove handling of VKD3DSPR_OUTCONTROLPOINT.
vkd3d-shader/ir: Check for vocp usage during IR normalization.
vkd3d-shader/ir: Pass a vkd3d_shader_parser to instruction_array_normalise_io_registers().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/421
A few recent changes broke the macOS build. Unfortunately nobody noticed, because the macOS CI job always fails. :-(
However, we can still fix that. I'm not sure that the last commit is the best approach, would like to have comments from Henri.
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v7: include: Move D3D_BLOB_PART to a new header file.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/423
Goes atop MR 409. The last five commits belong to this MR.
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v5: vkd3d-shader/dxil: Implement the DXIL CAST instruction.
vkd3d-shader/spirv: Handle unsigned result in spirv_compiler_emit_ftoi().
vkd3d-shader/spirv: Introduce integer width cast instructions.
vkd3d-shader/spirv: Support bool cast in spirv_compiler_emit_alu_instruction().
vkd3d-shader/spirv: Support bool logic ops in spirv_compiler_emit_alu_instruction().
vkd3d-shader/spirv: Support bitcast in spirv_compiler_emit_load_ssa_reg().
vkd3d-shader/dxil: Implement the DXIL BINOP instruction.
vkd3d-shader/spirv: Support VKD3D_DATA_UINT in spirv_compiler_emit_neg().
vkd3d-shader/spirv: Handle the UMUL instruction.
vkd3d-shader/spirv: Introduce an IDIV instruction.
vkd3d-shader/spirv: Introduce an FREM instruction.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/436
Signed-off-by: Fan WenJie <fanwj(a)mail.ustc.edu.cn>
Hook mmap and munmap seem to be the only solution for drivers such as OpenGL to allocate over 32-bit address. For example, Fairy and Sword 4 has some render problems on master branch of wine. The patch can solve the problems.
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v2: ntdll:setting limit with checking
server:setting range64 with checking
https://gitlab.winehq.org/wine/wine/-/merge_requests/3460
Themed Delphi applications use "explorer::listview" and "explorer::treeview":
https://gitlab.com/freepascal.org/lazarus/lazarus/-/blob/main/lcl/interface…
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v5: uxtheme: If the application class is already set then OpenThemeData() should fail.
uxtheme: Move fall back to default class to MSSTYLES_OpenThemeClass().
uxtheme/tests: Add a test for SetWindowTheme/OpenThemeData sequence.
uxtheme: Parse app/class name in OpenThemeData().
uxtheme/tests: Add a test for OpenThemeData("explorer::treeview").
uxtheme/tests: Move the IsThemePartDefined() test before hTheme handle is closed.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4140
!4192 fixed minimizing for windows that used Mac window decorations, but apps that minimize programmatically (e.g. client-side decorated windows) were still broken. This fixes that case as well.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4291
This change only implements case-sensitivity of technique keywords and related checks when corresponding profile is used. My immediate plan is to add some synthetic type for technique variables, for example as {object, void}, then add named techniques as variables. This is useful because these names are participating in global scope, and should not collide with normal variables. After that "pass_list" will be split, at least in two variants because of how much d3d9 syntax differs. Some trivial changes will be need later to have some top level fx compilation helper that considers only fx objects and calls ps/vs/gs compiler to create inner shader blobs on same original source.
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v3: vkd3d-shader/hlsl: Improve handling of "technique" tokens.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/111
This is the last thing needed to support non-constant offset dereferences in SM4.
It allows to perform relative addressing on temps.
Besides this, I have additional patches for relative addressing on uniforms, and input and output semantics, but these may not be useful for now, since we copy all these variables into temps instead of using them directly.
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v4: vkd3d-shader/tpf: Support relative addressing for indexable temps in SM4.
vkd3d-shader/tpf: Move sm4_register_from_node() up.
vkd3d-shader/tpf: Support writing relative addressing indexes.
vkd3d-shader/tpf: Write register index addressing.
vkd3d-shader/tpf: Encode dst and src registers using the same function.
tests: Add aditional relative addressing tests.
tests: Rename array-index-expr.shader_test as non-const-indexing.shader_test.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/435
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v3: mshtml/tests: Fix BindInfo leak in htmldoc test.
jscript/tests: Fix Date object leak in test_default_value.
jscript/tests: Fix variant leak after conversion when testing
jscript: Fix value arg leak in transform_json_object.
jscript: Don't addref before calling jsdisp_propput_name.
jscript: Fix array leak in Array.filter.
jscript: Fix value leak in Array.shift.
jscript: Fix EnumVARIANT leak in enumerators.
mshtml: Fix window leak on error in async_stop_request.
mshtml: Release the returned lists from Gecko's QuerySelectorAll even
https://gitlab.winehq.org/wine/wine/-/merge_requests/4285
During engine shutdown we acquire engine lock first, then locks of its constituents (e.g. sample
grabbers); whereas normally the order is the other way around (e.g. timer callback -> acquire sample
grabber lock -> OnProcessSample callback -> engine lock). This is deadlock prone.
With this commit, engine lock is released before we shutdown the inner media session.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4187
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v2: mshtml: Fix BindInfo leak in htmldoc test.
jscript/tests: Fix Date object leak in test_default_value.
jscript/tests: Fix variant leak after conversion when testing
jscript: Fix value arg leak in transform_json_object.
jscript: Don't addref before calling jsdisp_propput_name.
jscript: Fix array leak in Array.filter.
jscript: Fix value leak in Array.shift.
jscript: Fix EnumVARIANT leak in enumerators.
mshtml: Fix window leak on error in async_stop_request.
mshtml: Release the returned lists from Gecko's QuerySelectorAll even
https://gitlab.winehq.org/wine/wine/-/merge_requests/4285
If the user, when saving using `IFileSaveDialog`, types a filename with an extension that differs from that specified in the filter definition, an extra extension is appended to the resulting filename (e.g. "test.TXT.txt"). This behaviour does not occur on Windows.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4258
> What do you mean by "batch mode"?
I was going to reply to this, then promptly forgot. Essentially, it would give vkd3d-compiler the ability to compile multiple shaders in a single invocation. In one of its most basic forms it could take input like this:
```
-o /dev/null -p vs_4_0 ./vkd3d-shader-1-vs_4_0.hlsl
-o /dev/null -p ps_4_0 ./vkd3d-shader-2-ps_4_0.hlsl
...
```
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/424#note_50796
Goes atop MRs 409 and 436. The last three commits belong to this MR.
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v2: vkd3d-shader/dxil: Implement the DXIL CMP2 instruction.
vkd3d-shader/spirv: Support orderedness inversion in comparison instructions.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/441