Allowing the job to fail to avoid failing the pipeline. Some new tests
are failing with it, and some are succeeding todo_wine.
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v2: gitlab: Run user32 32-bit tests with nulldrv driver.
user32/tests: Update todos specific to the X11 display driver.
user32/tests: Check graphics driver and add todos for nulldrv.
https://gitlab.winehq.org/wine/wine/-/merge_requests/1259
> I do think that as a matter of principle having test coverage for the different intrinsics we implement is simply a good idea. These tests don't necessarily need to be complicated; see e.g. "sqrt.shader_test" for a straightforward example.
For the record, at some point I duplicated some tests so that both the constant folding path and the real codegen path would be tested. See for example `arithmetic-float.shader_test` vs `arithmetic-float-uniform.shader_test`. It wouldn't probably be a bad idea to make that more systematic, but I agree that's not a requirement for this MR. Just saying.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/68#note_21781
The PE build of vkd3d uses Windows critical sections for synchronisation, and
these slow down on the very high lock/unlock rate during multithreaded
descriptor copying in Shadow of the Tomb Raider. This patch speeds up the
demo by about 8%. By comparison, using SRW locks in the allocators and
locking them for read only where applicable is about 4% faster.
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v3: vkd3d: Store a heap array index in each CBV/SRV/UAV descriptor.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/67
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54353
There are two issues which the patchset is fixing:
1. Using cert's serial is not quite right, we need to hash full certificate contents as the check result depends on the other certificate data.
2. The check result also depends on revocation check parameters. I think currently it is only issuer certificate from the parameters which can affect the result which is cached.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2009
> (The TlsIndex field in the LDR_DATA_TABLE_ENTRY structure appears to be unused except as a flag that the module has TLS (being always set to -1), at least as far back as Windows XP. It is worth mentioning that the WINE implementation of implicit TLS incorrectly uses TlsIndex as the real module TLS index, so it may be unreliable to assume that it is always -1 if you care about working on WINE.)
>
> \- http://www.nynaeve.net/?p=186
and the "links to that article but still doesn't work in wine" award goes to... [the D runtime](https://github.com/dlang/dmd/blob/6bf60ea0eb174631ede0074a77d3898d…! (Admittedly, there aren't too many ways to do what they're trying to do.)
With this, the D runtime will now work in Wine, even if in a dll loaded into an exe with no tls (which gets it the tls index 0)
The changes to the debugger are a bit icky, a possible alternative is to find some other easily-debugger-accessible place to stuff the tls index.
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v8: ntdll: TlsIndex should not actually contain tls indices
winedbg: Fix read access to variables with thread local storage.
winedbg: Track loaded modules
https://gitlab.winehq.org/wine/wine/-/merge_requests/1578
Vectors cannot be used as array indexes, however, single-component
swizzles (such as vec.x) can be used.
This suggests that single-component swizzles should actually be
scalars and not vectors of dimx = 1.
It is worth noting that the use of swizzles on scalars should still
be allowed.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/70
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.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/66
The PE build of vkd3d uses Windows critical sections for synchronisation, and
these slow down on the very high lock/unlock rate during multithreaded
descriptor copying in Shadow of the Tomb Raider. This patch speeds up the
demo by about 8%. By comparison, using SRW locks in the allocators and
locking them for read only where applicable is about 4% faster.
--
v2: vkd3d: Store a heap array index in each CBV/SRV/UAV descriptor.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/67