First part of v2 of !27, which aims to:
* Allow allocation of variables of complex types that contain both numerics and objects across multiple register sets (regsets).
* Support the tex2D and tex3D intrinsics, inferring generic samplers dimension from usage, writing sampler declarations, and writing sample instructions.
* Support for arrays of resources for both SM1 and SM4 (not to be confused with the resource-arrays of SM 5.1, which can have non-constant indexes).
* Support for resources declared within structs.
* Support for synthetic combined samplers for SM1 and synthetic separated samplers for SM4, considering that they can be arrays or members of structs.
* Imitate the way the native compiler assigns the register indexes of the resources on allocation, which proved to be the most difficult thing.
* Support for object components within complex input parameters.
* Small fixes to corner cases.
This part consists on parsing the `tex2D()` and `tex3D()` intrinsics and beginning to support the allocation of variables across multiple regsets.
The whole series, is on my [master6](https://gitlab.winehq.org/fcasas/vkd3d/-/commits/master6) branch.
--
v13: vkd3d-shader/hlsl: Allocate register reservations in a separate pass.
vkd3d-shader/hlsl: Respect object reservations even if the object is unused.
tests: Test allocation of unused objects.
vkd3d-shader/hlsl: Allocate objects according to register set.
vkd3d-shader/hlsl: Keep an hlsl_reg for each register set in hlsl_ir_var.
vkd3d-shader/hlsl: Obtain extern resources as a separate array in SM4.
vkd3d-shader/hlsl: Store the type's register size for each register set.
vkd3d-shader/hlsl: Leave offset empty for array and struct derefs.
vkd3d-shader/hlsl: Parse the tex3D() intrinsic.
vkd3d-shader/hlsl: Parse the tex2D() intrinsic.
vkd3d-shader/hlsl: Avoid segfault on missing sampler.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/66
Convert all consecutive calls to d7_DrawPrimitive(TRIANGLE_FAN) into
a single call to d7_DrawPrimitive(TRIANGLE_LIST) with all the vertices.
Note, it *increase* the number of vertices, but bandwith is much less costly
than multiple calls.
Note, only a very precise subset of the calls get buffered in order to
ensure that the disruption is minimal.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=33814
--
v17: ddraw: Also Buffer D3DPT_POINTLIST
ddraw: Add a local buffer in d3d_device7_DrawPrimitive()
https://gitlab.winehq.org/wine/wine/-/merge_requests/2105
--
v5: vkd3d-shader/hlsl: Support case-insensitive lookup for builtin 'float' type.
vkd3d-shader/hlsl: Use unsigned type for the 'dword' alias.
vkd3d-shader/hlsl: Support case-insensitive lookup for builtin 'dword' type.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/101
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54405
Also fixes Assassin Creed hanging on start (for a similar reason: it doesn't expect a spurious -1 last error).
There is already a fix attempt sent by Ivan Chikish in !2067 (https://gitlab.winehq.org/wine/wine/-/merge_requests/2067). But I suppose it may be fixed simpler like in this patch. wait_message() with zero count is only called from NtUserPeekMessage(). I think even if for some reason driver's MsgWaitForMultipleObjectsEx returns a real error code we still don't want to set last error here when called from PeekMessage().
--
v3: win32u: Expose and use ProcessEvents from drivers instead of MsgWaitForMultipleObjectsEx.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2242
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53176
1) The async test is broken on Windows 10 1507. This appears to be a trend among WinRT dlls. I'm thinking that we can add macro definitions for each testbot VM to avoid having to skip tests that would otherwise be working fine, and just greater control over tests in general.
2) The provider file that contains `interface IWineAsyncInfoImpl` is likely going to be reused again in the future. Perhaps a new file can be added in the include/wine folder to prevent duplicate code? I can do this in a separate merge request and cleanup the existing provider files.
3) All the check_bool_async tests return a random async_id so I skipped them. Testbot example: https://testbot.winehq.org/JobDetails.pl?Key=127232&f208=exe32.report#k208
--
v8: cryptowinrt/tests: Add IKeyCredentialManagerStatics_IsSupportedAsync tests.
cryptowinrt: Implement IKeyCredentialManagerStatics_IsSupportedAsync.
cryptowinrt: Import IAsyncOperation from windows.gaming.input.
cryptowinrt: Stub IKeyCredentialManagerStatics interface.
cryptowinrt: Add private.h file.
cryptowinrt/tests: Add ICryptographicBufferStatics interface test.
include: Add windows.security.credentials.idl file.
https://gitlab.winehq.org/wine/wine/-/merge_requests/1714
SetInputType tests will randomly failed after PATCH 3 (It was OK in PATCH 2). I spend many time on figuring out why. And I found a weird thing: If I comment out the compare_nv12() in check_dmo_output_data_buffer_(), the test failures will be gone.
I can't think out the reason. I don't understand why compare_nv12() in check_dmo_output_data_buffer_() affects SetInputType tests. And I don't want to waste too much time on the test stuff. Implementing the decoder is more important, so I marked the failed tests as flaky.
--
v2: mf/tests: Test output data for WMV decoder DMO.
mf/tests: Test ProcessInput and ProcessOutput for WMV decoder DMO.
mf/tests: Correctly initialize DMO media type.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2247
This series intent is to let winedbg (and dbghelp) load the 64bit PE modules
of a wow64 debuggee.
At this stage, all debug info of all modules (PE and ELF) are properly loaded
(and displayed with 'info wow share' command).
Breakpoint and backtrace in 64bit code of a wow64 debuggee are not available.
The serie contains:
- extension of tests to show that 64bit load dll events are generated for
a wow64 debuggee (for a 64bit debugger, not for a 32bit one)
- change for adapting filtering of events
I opted for doing it in ntdll and passing the machine of the mapping in
request's reply. Please advisde if you'd prefer another approach.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/2240
--
v4: vkd3d-shader/hlsl: Support case-insensitive lookup for builtin 'float' type.
vkd3d-shader/hlsl: Use unsigned type for the 'dword' alias.
vkd3d-shader/hlsl: Support case-insensitive lookup for builtin 'dword' type.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/101