The last of the saving patches for d3dx9. :)
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v4: d3dx9: Add support for saving IDirect3DVolumeTexture9 textures to DDS files in D3DXSaveTextureToFileInMemory().
d3dx9: Add support for saving IDirect3DCubeTexture9 textures to DDS files in D3DXSaveTextureToFileInMemory().
d3dx9: Add support for saving IDirect3DTexture9 textures to DDS files in D3DXSaveTextureToFileInMemory().
d3dx9/tests: Add more tests for saving textures to DDS files.
d3dx9/tests: Add a test for reading back a texture saved as D3DXIFF_JPG.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7636
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v12: server: Handle hardlinks and casefolding when renaming the same file.
server: Handle renames to destinations containing trailing slashes.
kernel32/tests: Test renaming a file into a hardlink of itself.
kernel32/tests: Use FindClose instead of CloseHandle when closing
https://gitlab.winehq.org/wine/wine/-/merge_requests/6855
Windows 10 [received support](https://devblogs.microsoft.com/commandline/af_unix-comes-to-window… for AF_UNIX sockets in Insider Build 17063. This merge request adds basic support for AF_UNIX sockets to ws2_32 and wineserver.
Of particular note is the difficulty in handling `sun_path`. Most of the functions that allow for translating Windows paths to Unix paths are not accessible from ws2_32. I considered the following options:
* Pass the Windows path to wineserver and do the conversion there.
* This is, as far as I can tell, not possible without major rearchitecting. wineserver does not have functions to translate Windows paths to Unix paths, for obvious reasons.
* Obtain the current working directory of the requesting process and temporarily change directories to there.
* This only handles relative paths and fails for absolute paths, UNC paths, etc.
* Conditionally change directories based on whether the path is relative or not.
* This is error-prone and wineserver does not have the requisite functions to do this cleanly.
I ultimately decided to pass the translated Unix path to wineserver, which changes directories to `dirname(path)`. It then provides `bind` and `connect` with `basename(path)`. This is not threadsafe, but wineserver is not (currently) multithreaded.
Abstract sockets are not fully supported by this patch, matching the behavior of Windows.
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v67: ws2_32/tests: Add test for AF_UNIX sockets.
server: Fix getsockname() and accept() on AF_UNIX sockets.
server: Introduce error when attempting to create a SOCK_DGRAM AF_UNIX socket.
server: Allow for deletion of socket files.
ws2_32: Add support for AF_UNIX sockets.
ws2_32: Add afunix.h header.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2786
Follow-up of !2786, which appears to have been abandoned.
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v2: ws2_32/tests: Add test for AF_UNIX sockets.
server: Fix getsockname() and accept() on AF_UNIX sockets.
server: Introduce error when attempting to create a SOCK_DGRAM AF_UNIX socket.
server: Allow for deletion of socket files.
ws2_32: Add support for AF_UNIX sockets.
ws2_32: Add afunix.h header.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7650
Related Wine issue: https://bugs.winehq.org/show_bug.cgi?id=52714
I'm starting work on updating/extending Linux force feedback API and one of my goals is to expose the number and an array that contains the device's ffb-enabled axes. As I'm mainly working with USB PID driver, I already have a POC of obtaining this data.
What prompted this is that currently Wine always creates virtual joysticks with two PID ffb axes. This causes issues with [Richard Burns Rally](https://github.com/ValveSoftware/Proton/issues/6702#issuecomment-267…, as this game incorrectly initializes a `CONSTANT_FORCE` effect with all the FFB axes that contain `DIDOI_FFACTUATOR` flag and then trying to update `cAxes` and `rgdwAxes` values which leads to `DIERR_INVALIDPARAM`.
Now, this flag is set by wine while enumerating virtual device's axes and while `(axis index < FFB axes)`, flag is applied. This means, that every device which has FFB functionality and at least two axes, will report FFB on `X`, `Y`.
While updated API would mean a lot of steering wheels would correctly report only 1 axis, a lot of USB PID wheels still include `X` and `Y` in their `AXES_ENABLE` and `DIRECTION` usages. This, again, would lead to broken FFB (in affected games).
On Windows, there's a possibility of overwriting some joystick capabilities with registry entries, which ends up removing `DIDOI_FFACTUATOR` flag from a selected axis. This doesn't work in Wine.
This MR allows Wine to add an arbitrary number (up to `PID_AXES_MAX`) of axes to the PID descriptor, based on the value of Haptic Axes from SDL or from Linux FF api in the future (I'm working on it). Additionally, to work around RBR and other games with similar, wrong FFB handling, I introduced a [hint](https://github.com/libsdl-org/SDL/issues/12341) to SDL that allows a dynamic overwrite of the number of haptic axes. For the Linux API, I'll figure out a nice way to override when the number of axes will be exposed.
With these changes, I was able to successfully get force feedback on my Moza Racing R9 with all axes usable. With additional traces in the dinput code, I confirmed that with one axis defined in the PID descriptor, the game created a constant force effect with just one axis and `cAxes = 1`.
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v39: dinput/tests: Add tests for 6-axis ff joystick
https://gitlab.winehq.org/wine/wine/-/merge_requests/7422