- 07 May, 2024 21 commits
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Eric Pouech authored
Based on a test case from Dimitry Sokolov. Signed-off-by: Eric Pouech <epouech@codeweavers.com>
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Jacek Caban authored
This is needed for hybrid patchable guest exit thunks generated by the compiler.
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Akihiro Sagawa authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56485
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Akihiro Sagawa authored
To demonstrate the difference in behavior, we need a special MPEG program stream that is at least 32kB over in size.
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Rémi Bernon authored
When no display cache update is needed.
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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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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Dmitry Timoshkov authored
Signed-off-by: Dmitry Timoshkov <dmitry@baikal.ru>
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Zebediah Figura authored
Fixes: 010008f6 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56615
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Zebediah Figura authored
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Zebediah Figura authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=44863
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Zebediah Figura authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=44863
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Zebediah Figura authored
This improves performance for the game "Grounded", on a AMD Radeon RX 6700 XT, with radv from Mesa 22.3.6. Testing was done with the "cb_access_map_w" option enabled, which also improves performance with the game by itself. Grounded generally makes about 4000 draw calls per frame, which seems not atypical. This change makes it submit at most an extra 8 times per frame, but in practice due to WINED3D_PERIODIC_SUBMIT_MAX_BUFFERS it submits less (usually only 2-3). The most demanding game I've seen made about 20,000 draw calls per frame, at which point the overhead of adapter_vk_draw_primitive() itself becomes a serious bottleneck. For such a game we would submit 40 more times per frame with these settings, although WINED3D_PERIODIC_SUBMIT_MAX_BUFFERS means we would likely submit less than that. In any case if submission itself becomes a bottleneck, we should offload it to a separate thread. Credit goes to Philip Rebohle and his work on DXVK for helping me to notice that periodic submission might make a difference.
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Zebediah Figura authored
Part of beginning a render pass involves executing an RTV barrier, which itself needs to call wined3d_context_vk_get_command_buffer(). However, that function may decide to submit the command buffer, in order to prevent resource buildup, or [in the future] because it has been some length of time since the last submission. Therefore we cannot retrieve and store a VkCommandBuffer pointer before executing an RTV barrier and then use it later.
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- 06 May, 2024 4 commits
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Billy Laws authored
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Biswapriyo Nath authored
This fixes the following C++ compiler error mfmediaengine.h:1216:18: error: expected ',' or '...' before 'protected' 1216 | BOOL *protected) = 0; | ^~~~~~~~~
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Fotios Valasiadis authored
After commit 898ab8da wine would no longer build on musl. Issue is that apparently TCSETS2 isn't defined when including sys/ioctl.h. A little digging shows that glibc goes ahead and includes asm/ioctls.h in sys/ioctl.h, providing said macro. Musl on the other hand doesn't and relies on bits/ioctl.h, which lacks said macro. Signed-off-by: Fotios Valasiadis <fvalasiad@gmail.com>
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Alexandre Julliard authored
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- 05 May, 2024 1 commit
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Alexandre Julliard authored
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- 04 May, 2024 1 commit
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Alexandre Julliard authored
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- 03 May, 2024 12 commits
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Alexandre Julliard authored
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Rémi Bernon authored
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Rémi Bernon authored
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Rémi Bernon authored
NtUserCreateWindowEx will call apply_window_pos and drivers WindowPosChanging callback, which already creates window data.
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Rémi Bernon authored
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Rémi Bernon authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56429 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56607
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Peter Johnson authored
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Piotr Caban authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Brendan Shanks authored
Fixes a regression from bb2e02ab.
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- 02 May, 2024 1 commit
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Alistair Leslie-Hughes authored
This appear to be introduced with commit 12f73ed9. When This->stride is negative (bottom up image) it converts the multiplication to an UINT. Thus causing the pointer to be incorrect when y > 0.
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