- 31 Jul, 2023 12 commits
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Paul Gofman authored
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Paul Gofman authored
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Paul Gofman authored
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Paul Gofman authored
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Hans Leidekker authored
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Rémi Bernon authored
When the sample size is too small, we were releasing it from the memory, but kept the next_sample pointer set. Later, when the transform removes the sample from the allocator, its refcount was decremented one more time, effectively leaking the sample.
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Lauri Kenttä authored
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Gabriel Ivăncescu authored
We have similar checks in X11DRV_SetCapture for example, where this would have been moved before the merge to win32u. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55231Signed-off-by: Gabriel Ivăncescu <gabrielopcode@gmail.com>
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- 27 Jul, 2023 28 commits
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Rémi Bernon authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55258
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Максим Карасев authored
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Gijs Vermeulen authored
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Francois Gouget authored
Also add a trailing period for consistency with this module's other messages.
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Gabriel Ivăncescu authored
Signed-off-by: Gabriel Ivăncescu <gabrielopcode@gmail.com>
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Francois Gouget authored
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Francois Gouget authored
It does not support FileDispositionInformationEx and returns various error codes. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55331
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Rémi Bernon authored
Fixes broken input in Final Fantasy XIII after main window focus loss.
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Victor Chiletto authored
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Victor Chiletto authored
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Victor Chiletto authored
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Fabian Maurer authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52492
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Jeff Smith authored
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Jeff Smith authored
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Paul Gofman authored
Test rewritten by Rémi Bernon.
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Rémi Bernon authored
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Zebediah Figura authored
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Zebediah Figura authored
Read that in wined3d_swapchain_apply_sample_count_override().
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Zebediah Figura authored
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Zebediah Figura authored
These two fields are always identical.
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Zebediah Figura authored
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Zebediah Figura authored
We will need them in buffers for Vulkan, as well as for software vertex shaders. Currently we simply store them in sysmem buffers and read directly back out of them to load GL uniforms. This does decrease memory usage a bit for d3d10+.
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