Nikolay Sivov (@nsivov) commented about dlls/d2d1/d2d1_private.h:
> void d2d_factory_register_effect(struct d2d_factory *factory,
> struct d2d_effect_registration *effect) DECLSPEC_HIDDEN;
>
> +struct d2d_offset_transform
> +{
> + ID2D1OffsetTransform ID2D1OffsetTransform_iface;
> + LONG refcount;
> + D2D1_POINT_2L offset;
> +};
> +
Do we need a separate structure for each type of node? Maybe we could have a structure similar to d2d_brush. My understanding is it's not possible to have user-defined node types.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/388#note_3596
Based on <https://source.winehq.org/patches/data/238821> by Zhao Yi.
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v4: ntdll: Correctly handle shift greater than the type width in 64-bit shift functions.
ntdll: Avoid depending on compiler support for 64-bit shift functions.
ntdll/tests: Add tests for runtime 64-bit shift functions.
ntdll: Fix the calling convention for runtime 64-bit shift functions.
https://gitlab.winehq.org/wine/wine/-/merge_requests/375