- 18 Mar, 2024 4 commits
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Rémi Bernon authored
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Rémi Bernon authored
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Alexandre Julliard authored
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- 15 Mar, 2024 29 commits
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Esme Povirk authored
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Paul Gofman authored
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Nikolay Sivov authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56434Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Alexandros Frantzis authored
The previous auto-repeat may be associated with a different HWND, so we cannot rely on the new timer replacing the old timer, and we don't want simultaneous repeats on different windows in the same thread. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56307
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Alexandros Frantzis authored
This fixes the behavior to match other systems, where releasing an unrelated key does not affect the repeating key.
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Eric Pouech authored
This can generate very long time when saving the minidump, but also when reloading it. Unwind information is expected to be gotten from an image matching the modules listed in the minidump for Normal mode. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55798Signed-off-by: Eric Pouech <epouech@codeweavers.com>
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Eric Pouech authored
So that we can get to debug info. Signed-off-by: Eric Pouech <epouech@codeweavers.com>
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Eric Pouech authored
Signed-off-by: Eric Pouech <epouech@codeweavers.com>
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Eric Pouech authored
Signed-off-by: Eric Pouech <epouech@codeweavers.com>
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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Hans Leidekker authored
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Kyrylo Babikov authored
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Robin Kertels authored
Signed-off-by: Robin Kertels <robin.kertels@gmail.com>
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Henri Verbeet authored
wined3d: Do not check the input signature element count for sm4+ shaders in shader_spirv_compile_arguments_init(). Shader model 4 fragment shaders can have more than 12 input varyings. That's fine though, because we don't need to build a varying map for them in the first place. Note that in principle the ERR in question could still be triggered by e.g. attempting to use a shader model 4 fragment shader with a shader model 3 vertex shader.
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Zhiyi Zhang authored
These functions don't need to enumerate mirrored monitor clones.
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Zhiyi Zhang authored
Only one monitor in a mirrored monitor set contributes to the result of GetSystemMetrics(SM_CMONITORS). Tested manually on Win7 and Win10.
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Zhiyi Zhang authored
When there are two monitors and they are mirrored, both of them are considered primary. When the first primary monitor happens to be a clone, EnumDisplayMonitors() ends up not reporting any monitors because should_enumerate_monitor() returns FALSE and we break out the loop to enumerate primary monitors after that. This is a regression from b59619d2 and my review comments. My indent was to break out of the loop after finding the *master* primary monitor, not cloned primary monitors, to avoid unnecessary iterations. However, the primary monitor count is small and it's cleaner this way so let's break when should_enumerate_monitor() returns TRUE.
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Andrew Nguyen authored
When ddraw_texture_init needs to clean up on failure, it will call the wined3d_texture_get_sub_resource_parent function on draw_texture in order to retrieve its parent for a IDirectDrawSurface release call. However, if draw_texture is NULL, then the function call will crash due to a null pointer dereference. Therefore, on failure cleanup, the release operation on the texture parent should only be performed if draw_texture is not NULL. This fixes a crash in the Virtual Insanity game demo.
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Alexandre Julliard authored
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Alexandre Julliard authored
And sort everything consistently.
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Alexandre Julliard authored
And sort everything consistently.
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Jinoh Kang authored
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Jinoh Kang authored
Required for implementing NtMakePermanentObject().
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Jinoh Kang authored
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Jinoh Kang authored
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- 14 Mar, 2024 7 commits
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
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