Star Trek Starfleet Academy does not like it when available video memory
goes down after creating a system memory resource. It destroys all its
textures and recreates them, and in some sitations forgets to recreate
one or another texture, resulting in rendering bugs.
I suspect the game is trying to detect focus loss by monitoring for
unexpected video memory changes.
---
I am open to renaming WINED3DUSAGE_PRIVATE to something else, like
WINED3DUSAGE_NO_VIDMEM_ACCOUNTING. This particular name is ugly long
though.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/521
After 7161dcd, the timezone bias is calculated every time when SystemTimeOfDayInformation is queried.
This restores the cache for timezone bias.
Improve HROT framerate from ~100fps to ~500fps.
Signed-off-by: Zhiyi Zhang <zzhang(a)codeweavers.com>
--
v2: ntdll: Restore the timezone bias cache.
https://gitlab.winehq.org/wine/wine/-/merge_requests/530
After 7161dcd, the timezone bias is calculated every time when SystemTimeOfDayInformation is queried.
This restores the cache for timezone bias.
Improve HROT framerate from ~100fps to ~500fps.
Signed-off-by: Zhiyi Zhang <zzhang(a)codeweavers.com>
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/530
--
v2: wow64: Return error from NtQueryVirtualMemory(MemoryBasicInformation) for a too-large address.
ntdll/tests: Add tests for the address limit of NtQueryVirtualMemory(MemoryBasicInformation).
https://gitlab.winehq.org/wine/wine/-/merge_requests/529
Some notes for the loaded/total props for ProgressEvent: they are todo_wine for loadend initially because wine-gecko is never informed of OnProgress, but the last commit fixes this. It's placed last so that its effects can be shown. Also, if it wasn't deferred until OnDataAvailable, it would assume it's for uploading state, because it's OnStartRequest on gecko's XHR that changes the state...
--
v3: mshtml: Inform Gecko of progress done via OnProgress.
mshtml: Implement ProgressEvent's total prop.
mshtml: Implement ProgressEvent's loaded prop.
mshtml: Implement ProgressEvent's lengthComputable prop.
mshtml: Fix copy-paste mistake in test message.
mshtml: Remove FIXME comment from MessageEvent in event_types.
mshtml: Allocate Keyboard events via the types table.
mshtml: Allocate Mouse events via the types table.
mshtml: Allocate UI events via the types table.
mshtml: Use a table to construct the different event types by their interface.
https://gitlab.winehq.org/wine/wine/-/merge_requests/487
The commit end of a subheap may be equal to the beginning of another subheap, in
which case find_subheap() will return that one, and we may effectively skip
backwards in the subheap list.
---
There may be a more architecturally palatable way to solve this problem, but
hopefully this is enough to at least demonstrate it.
--
v2: ntdll: Do not use find_subheap() to find the subheap corresponding to an uncommitted region.
https://gitlab.winehq.org/wine/wine/-/merge_requests/425