This series adds a couple of features to WinRT's media.speech:
- IVoiceInformation, and synthetizer's options are present
(mainly use to store information, not yet to make fully use of it)
- add a dummy implementation (1 single voice); that should be extended
in future series by using ISpVoice instead
- add a couple of more tests to go with implementation
(the serie should prevent MS Flight simulator to crash on first
connection. Crash is due to exception handling of C# generated
exceptions from E_NOTIMPL with some X11 related critical resources).
A+
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v2: windows.media.speech: Implement get/put voice on synthesizer.
windows.media.speech: Implement default voice.
windows.media.speech: Add more tests about voice selection.
windows.media.speech: Finish implement the voice information view.
windows.media.speech/tests: Added tests about vector view's content.
windows.media.speech: Add basic implementation of IVoiceInformation.
windows.media.speech: Add more tests about IVoiceInformation.
windows.media.speech: Add basic implementation on synthesizer options.
windows.media.speech: Adding a couple of synthesizer's options tests.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3048
On my Nvidia GeForce GTX 1050 Ti `ddxddy.shader_test` doesn't pass because of considerably different numeric results.
As Giovanni pointed out, this is because my GPU uses the fine derivate and not the coarse derivate to implement ddx() and ddy().
For this reason, the result for ddx|ddy() is quantized so that the test passes if the GPU uses either coarse or fine derivates.
Additionally, tests for both ddx_coarse|ddy_coarse() and ddx_fine|ddy_fine() are added, that expect a more precise result.
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v2: vkd3d-shader/hlsl: Fine derivates support.
vkd3d-shader/hlsl: Coarse derivates support.
tests: Quantize ddx() and ddy() test.
tests: Make ddx() and ddy() test behave correctly for shader models < 4.
tests: Test coarse and fine derivates.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/224