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v3: vkd3d-shader/hlsl: Support case-insensitive lookup for builtin 'float' type.
vkd3d-shader/hlsl: Use unsigned type for the 'dword' alias.
vkd3d-shader/hlsl: Support case-insensitive lookup for builtin 'dword' type.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/101
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54405
Also fixes Assassin Creed hanging on start (for a similar reason: it doesn't expect a spurious -1 last error).
There is already a fix attempt sent by Ivan Chikish in !2067 (https://gitlab.winehq.org/wine/wine/-/merge_requests/2067). But I suppose it may be fixed simpler like in this patch. wait_message() with zero count is only called from NtUserPeekMessage(). I think even if for some reason driver's MsgWaitForMultipleObjectsEx returns a real error code we still don't want to set last error here when called from PeekMessage().
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v2: wineandroid.drv: Check for zero count in _MsgWaitForMultipleObjectsEx if events are present.
winemac.drv: Check for zero count in _MsgWaitForMultipleObjectsEx if events are present.
winex11.drv: Check for zero count in _MsgWaitForMultipleObjectsEx if events are present.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2242
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=51848
SPORE creates a swapchain on a window, then destroys it, then creates a
different swapchain on the same window and uses it for the rest of its lifetime.
The swapchains have different GLX visuals (the details are unimportant).
The effect is that the second swapchain sees the pixel format set by the first
swapchain, through GetPixelFormat(), and therefore needs to set and then
restore the new pixel format on every present. This results in recreating the
GLX drawable twice per frame, which is extremely expensive.
This patch series changes WGL_WINE_pixel_format_passthrough to only set an
"internal" pixel format. The real pixel format will still be set as it is now,
but GetPixelFormat() will always return 0, signalling to wined3d that the
application has not set the pixel format, and therefore there is no need to
restore it.
As the tests show, this change also matches Windows, which does not report that
a pixel format has been set after presenting a Direct3D swapchain.
This is a large series by patch count, but I fear that splitting it into two
parts would make it difficult to grasp the entire picture, and purpose of the
earlier patches. It also contains six patches which are simply repetitions
across the three user drivers, which should ease the burden of review somewhat.
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v3: wineandroid: Separately store the internal pixel format set by WGL_WINE_pixel_format_passthrough.
winemac: Separately store the internal pixel format set by WGL_WINE_pixel_format_passthrough.
winex11: Separately store the internal pixel format set by WGL_WINE_pixel_format_passthrough.
win32u: Allow separately storing the internal pixel format set by WGL_WINE_pixel_format_passthrough.
wined3d: Do not set the pixel format if wglGetPixelFormat() returns zero and we already set the internal pixel format.
winemac: Retrieve the pixel format from win32u for normal windows in wglGetPixelFormat().
wineandroid: Retrieve the pixel format from win32u for normal windows in wglGetPixelFormat().
winex11: Retrieve the pixel format from win32u for normal windows in wglGetPixelFormat().
win32u: Introduce a win32u_get_window_pixel_format() helper.
win32u: Make NtUserSetWindowPixelFormat() into a proper export.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2217