- 01 Dec, 2023 40 commits
-
-
Rémi Bernon authored
-
Rémi Bernon authored
-
Rémi Bernon authored
-
Rémi Bernon authored
-
Rémi Bernon authored
-
Rémi Bernon authored
-
Myah Caron authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55920Signed-off-by: Myah Caron <qsniyg@protonmail.com>
-
Fabian Maurer authored
In rare cases we get an event during the second iteration of the loop, changing the first element. This would lead to an assertion later. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55054
-
Fabian Maurer authored
-
Fabian Maurer authored
-
Fabian Maurer authored
-
Fabian Maurer authored
-
Fabian Maurer authored
-
Fabian Maurer authored
-
Alex Henrie authored
-
Jacek Caban authored
-
Jacek Caban authored
-
Jacek Caban authored
-
Gabriel Ivăncescu authored
-
Gabriel Ivăncescu authored
It was confusing before since it made it seem like it might use the outer window, while in fact the document is unchanged on native. Now the "new" doc is used for navigating, since it's already checked to be the same as the iframes_doc (but that test fails in wine and is todo_wine).
-
Zebediah Figura authored
The idea is to reuse the existing code to handle SRVs, which simplifies the GL code and essentially allows the Vulkan code to work "for free" (which is to say, by writing this patch, rather than by adding support for flat textures to the Vulkan renderer.) This is a large patch; it consists the following parts: * Create identity SRVs for d3d 1-9 textures. Store those in state->shader_resource_view instead of in state->texture. * (Re)use wined3d_context_gl_bind_shader_resources() instead of state_sampler() to bind them. - Introduce code to that function to handle FFP textures. - Bind the sRGB texture if necessary in wined3d_shader_resource_view_gl_bind. * (Re)use context_gl_load_shader_resources() instead of context_preload_textures() to load them. - Introduce code to that function to handle FFP textures. - Load the sRGB texture if necessary. - Port the SRV/RTV feedback loop check from context_preload_textures(). * Invalidate STATE_GRAPHICS_SHADER_RESOURCE_BINDING in places that now need to account for texture binding being guarded by that state instead of STATE_SAMPLER. Transitioning the remaining users of STATE_SAMPLER to STATE_GRAPHICS_SHADER_RESOURCE_BINDING, and removing STATE_SAMPLER, is left for future patches.
-
Zebediah Figura authored
-
Zebediah Figura authored
-
Zebediah Figura authored
Allow us to avoid grabbing a temporary reference. This becomes a problem with the next patch, where we would otherwise grab a reference while a texture is being destroyed, and hence destroy it twice.
-
Zebediah Figura authored
Currently we invalidate STATE_SAMPLER whenever an SRV is bound, and hence rely on sampler() to do this for us, which is a bit obscure and won't work with the next patch.
-
Vijay Kiran Kamuju authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55945
-
Fabian Maurer authored
-
Zebediah Figura authored
We already do this for the transform.
-
Daniel Lehman authored
-
Aida Jonikienė authored
GTA San Andreas really spams this message in certain situations.
-
Aida Jonikienė authored
Older versions of Roblox trigger this quite a bit and it's annoying to me so let's only print it once.
-
Alex Henrie authored
The tests show that the first argument must not be null, that the handle returned via the fourth argument is not an HTHEME, and that that handle can be passed to CloseThemeFile without error.
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-