There is one more patch series of refactoring create_key() after this one, then I can start implementing things.
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v2: kernelbase: Return the last existing key from open_key() when it's called from create_key().
kernelbase: Pass a name pointer to open_key().
kernelbase: Use open_key() to obtain any existing Wow6432node in create_key().
kernelbase: Call open_key() from open_subkey().
advapi32/tests: Copy Software\Classes tests from ntdll.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2445
In preparation to keep action map app data in there, for `SetActionMap`.
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v2: dinput: Always set the DIPROP_BUFFERSIZE property in SetActionMap.
dinput: Initialize SetActionMap variables in their declarations.
dinput: Always allocate and initialize the object_properties.
dinput: Move mouse_create_device function around.
dinput: Initialize device object format when creating devices.
dinput: Count the actual number of object formats in SetActionMap.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2453
Today, NtCurrentTeb() has a single asm statement when compiling for the
i386, x86-64, or ARM architecture with GCC. This single asm statement
has neither the "volatile" qualifier nor the "memory" clobber.
This can provoke undefined behavior if the current TEB changes between
NtCurrentTeb() calls. This is because GCC assumes that the asm
statement does not depend on memory or the thread-local register. In
fact, given the same address of the "teb" variable, GCC assumes that the
asm statement produces exactly the same value on every invocaton.
This primarily causes issues when switching to another fiber from a
thread that is different from the thread on which the fiber was last
executed. Theoretically, however, this may also cause issues when the
optimizer aliases the "teb" variable to another variable that is shared
between threads, and perform global optimization that can work across
multiple threads in runtime (if any).
Fix this by adding the "memory" clobber to the asm statements that
computes the current TEB address.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2434
Diablo IV (closed beta) depends on DEVPKEY_Device_MatchingDeviceId being present for GPUs (once it is able to match GPU luid to the one obtained from dxgi). It also depends on the MatchingDeviceId conating "ven_" and "dev_" substrings. Without those it doesn't consider the gpu as valid, which currently results in the game complaining about no GPUs found. I guess that maybe it is trying to filter out software GPUs and such this way.
As far as my testing goes, DEVPKEY_Device_MatchingDeviceId has this form with hardware GPUs only and maybe with the recent enough Win10 or Win11.
The other two device properties being added are also queried by the game although they are not strictly needed for it.
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v2: win32u: Set DEVPKEY_Device_RemovalPolicy for GPUs.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2449
Diablo IV (closed beta) depends on DEVPKEY_Device_MatchingDeviceId being present for GPUs (once it is able to match GPU luid to the one obtained from dxgi). It also depends on the MatchingDeviceId conating "ven_" and "dev_" substrings. Without those it doesn't consider the gpu as valid, which currently results in the game complaining about no GPUs found. I guess that maybe it is trying to filter out software GPUs and such this way.
As far as my testing goes, DEVPKEY_Device_MatchingDeviceId has this form with hardware GPUs only and maybe with the recent enough Win10 or Win11.
The other two device properties being added are also queried by the game although they are not strictly needed for it.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2449
On my Steam Deck, this reduces the time it takes to initialize the wg_parser radically (by around 1 second). This helps in the game WILD HEARTS, which doesn't present while loading help videos during gameplay, causing large stutters.
Because GStreamer can randomly access the file with no known pattern on our side, I opted to implement this by buffering 4 chunks so that interleaved reads to different areas of the file don't cause us to discard and reload cached data more than we need to.
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v3: winegstreamer: Cache wg_parser input data.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2390