On Fri Oct 17 07:58:52 2025 +0000, Nikolay Sivov wrote:
> Out pointer "usrlangs" is uninitialized because function is a stub on
> Wine, so it looks related.
This works for me.
[test.diff](/uploads/c704f7f89ed8c3112525a781dd732f6e/test.diff)
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https://gitlab.winehq.org/wine/wine/-/merge_requests/6919#note_118855
On Fri Oct 17 07:53:56 2025 +0000, Vijay Kiran Kamuju wrote:
> The test failures are unrelated to this change. I will try to check them.
Out pointer "usrlangs" is uninitialized because function is a stub on Wine, so it looks related.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/6919#note_118851
Fixes: 25d80f327d81c901dc8b0d7923a24809d8426799
The default window should be set, but the logic was ignoring it for unknown hardware message bits. Using the foreground window as a fallback could be useful for cursor clipping, like it was before with QS_RAWINPUT.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/9198
When we were able to load it at least.
EGL has some advantages, like not requiring a specific pixel format on the windows, it will share most of its problems with winewayland (and wineandroid although we may also assume GL doesn't work anymore there at this point) so anything fixed with it could benefit all. It will also be required for shared resources and compositing when Vulkan is unavailable.
This might be a bit early still, I'm not sure it is on par when it comes to child window rendering synchronization. However this doesn't drop GLX either, and instead just changes the default. I think it would be useful to switch early though, at least to have more time to settle (and eventually decide to switch back during code freeze if it proves a bad idea).
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v4: winex11: Use EGL by default for OpenGL rendering.
https://gitlab.winehq.org/wine/wine/-/merge_requests/8977