This fixes Trials Fusion often crashing when disconnecting a controller while there are more still connected.
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v8: hidclass: Set Status for pending IRPs of removed devices to STATUS_DEVICE_NOT_CONNECTED.
ntdll/tests: Test IOSB values of the cancel operation.
ntdll/tests: Add more NtCancelIoFile[Ex]() tests.
ntdll: Wait for all asyncs to handle cancel in NtCancelIoFile[Ex]().
server: Introduce a separate server object for the async cancel operation.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7797
I think this dates from a time where every window had its own window surface, and unless I'm missing something this isn't needed anymore. My intention is to refactor the client surfaces, so that they can be manipulated directly from win32u, and unify GL/VK client surfaces. This would make the code simpler, in preparation for that.
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v2: winemac: Get rid of now unnecessary child cocoa views.
winemac: Use the new client surface views for GL rendering.
winemac: Create new client views with each VK/GL surface.
https://gitlab.winehq.org/wine/wine/-/merge_requests/8504
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v4: widl: Always store member references in attributes.
widl: Add an implicit apicontract attribute.
widl: Only use 32-bit integers in row structures.
widl: Fix encoding of array parameters.
widl: Skip array size parameters.
widl: Fix version attribute value.
widl: Use a structure for the version attribute.
https://gitlab.winehq.org/wine/wine/-/merge_requests/8690
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v2: widl: Add an implicit apicontract attribute.
widl: Only use 32-bit integers in row structures.
widl: Fix encoding of array parameters.
widl: Skip array size parameters.
widl: Fix version attribute value.
widl: Use a structure for the version attribute.
https://gitlab.winehq.org/wine/wine/-/merge_requests/8690
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v3: wined3d: Always divide 1.x projected textures by W in the FFP.
wined3d: Always divide 1.x projected textures by W for shaders.
wined3d: Initialize all remaining FFP texture coordinates to zero.
wined3d: Copy the projective divisor in the FFP vertex pipeline.
wined3d: Alter the texture matrix even for non-projected textures.
wined3d: Pass 3 as the attribute count for generated texcoords.
wined3d: Pass the attribute coordinate count to get_texture_matrix().
wined3d: Handle all invalid values in compute_texture_matrix().
d3d9/tests: Add comprehensive D3DTSS_TEXTURETRANSFORMFLAGS tests.
https://gitlab.winehq.org/wine/wine/-/merge_requests/8641