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v5: server: When renaming, only fstat the source once.
server: Handle hardlinks and casefolding when renaming the same file.
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
> No, I think it is desirable. I'm going to move some more tests out, to build with either msxml2.idl or msxml6.idl, and then we'll see what's left.
What's the progress on this? Is this something that could be delegated to someone else invested in upstreaming wine-staging patches?
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https://gitlab.winehq.org/wine/wine/-/merge_requests/1060#note_95923
This fadds to the basic infrastructure needed for device inquiry/scanning.
Also, fixes radio properties being incorrectly updated.
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v3: winebth.sys: Set the device class for remote devices from BlueZ's "Class" property.
winebth.sys: Use the "Trusted" property from BlueZ device objects to set BDIF_PERSONAL.
winebth.sys: Use the "Name" property of a BlueZ adapter for the local radio name.
winebth.sys: Don't iterate over the remaining radios once a local device has been removed.
winebth.sys: Initially set numOfDevices to 0 in IOCTL_BTH_GET_DEVICE_INFO.
winebth.sys: Use the correct DBus property name in IOCTL_WINEBTH_RADIO_SET_FLAG.
winebth.sys: Update properties for tracked remote devices on receiving PropertiesChanged for org.bluez.Device1 objects from BlueZ.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7424
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v3: winebth.sys: Don't iterate over the remaining radios once a local device has been removed.
winebth.sys: Initially set numOfDevices to 0 in IOCTL_BTH_GET_DEVICE_INFO.
winebth.sys: Use the correct DBus property name in IOCTL_WINEBTH_RADIO_SET_FLAG.
winebth.sys: Only set the updated properties for local radios on BLUETOOTH_WATCHER_EVENT_TYPE_RADIO_PROPERTIES_CHANGED.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7406
Allows running more tests with nulldrv, including some D3D tests with vulkan renderer.
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v3: win32u: Use VK_EXT_headless_surface for nulldrv surface.
win32u: Pass a vulkan_instance pointer to vulkan_surface_create.
winevulkan: Enable the VK_EXT_headless_surface extension.
winevulkan: Generate function pointers for required funcs.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7412
Current code requires entering a newline character in order to continue past DIR /P prompts. This change allows any key to be pressed instead.
Code to handle this was similar to existing WCMD_pause() so we leveraged that code for this purpose as well. Key to the fix was the removal of ENABLE_LINE_INPUT from the console flags, and ENABLE_PROCESSED_INPUT was added in order to preserve the ability to abort the operation via Ctrl-C.
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v12: cmd: Allow any key to continue past DIR /P pauses.
https://gitlab.winehq.org/wine/wine/-/merge_requests/7400
## Context
This is a problem discovered when running "Max: The Curse of Brotherhood" under proton. This game writes 4MB a piece into `wg_transform`, which contains about 4 seconds of compressed video. `wg_transform` calls `gst_pad_push` in `transform_ProcessOutput`, which takes \~300ms (i.e. 20 frames @ 60fps) to decode this buffer of video. So the end result is the game hitches every 4 seconds while playing cut scene videos.
Proton currently has a special case for this particular game, for which it breaks up the buffer into small chunks to avoid long blocks. This MR adopts that and applies it generally.
One concern raised by @redmcg is:
> The only issue I can think of is if there are any decoders which don't have a parser; then they might not know how to deal with an arbitrary 4096 byte buffer (the parser is generally responsible for taking arbitrary buffers and producing something the decoder can work with, for example: a full frame).
So this MR only enables this strategy when there is a parser element.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/7288