- 24 Jan, 2023 40 commits
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Joshua Ashton authored
This works fine with the new struct conversions, and is needed for HDR with native Vulkan games such as Doom Eternal and games using HDR with DXVK and VKD3D-Proton.
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Alex Henrie authored
Mathematically, ((a && b) || b) == b. Moreover, test_sharelists in dlls/opengl32/tests/opengl.c checks that wglShareLists can share lists from a source context that has been current.
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Rémi Bernon authored
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Rémi Bernon authored
SchRpcEnumFolders names are allocated with malloc, and later freed in __finally_ITaskSchedulerService_SchRpcEnumFolders using MIDL_user_free.
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Rémi Bernon authored
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Rémi Bernon authored
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Paul Gofman authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54289
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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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Eric Pouech authored
Also fixes stack dump in crash summary and 'info stack' command. (We were using debugger's bitness instead). Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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Eric Pouech authored
It's bound to debugger's CPU not debuggee's. Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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Eric Pouech authored
It's hard coded by msvc in PDB information, so adapt dwarf to advertize the same. Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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Akihiro Sagawa authored
After commit 2aa54a90, a double-byte character is sent to the edit control by double WM_CHAR messages. However, its WM_CHAR handler (ANSI version) can't process a double- byte character properly because the handler converts WM_CHAR to WCHAR one by one. This fix queues the double-byte lead byte as it comes in and then uses it afterwards for the WCHAR conversion. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54337
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Akihiro Sagawa authored
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Rémi Bernon authored
To avoid a crash on DLL unload if it wasn't initialized.
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Alistair Leslie-Hughes authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=49615
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Nikolay Sivov authored
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Bernhard Kölbl authored
Signed-off-by: Bernhard Kölbl <besentv@gmail.com>
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Bernhard Kölbl authored
Signed-off-by: Bernhard Kölbl <besentv@gmail.com>
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Bernhard Kölbl authored
Signed-off-by: Bernhard Kölbl <besentv@gmail.com>
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Bernhard Kölbl authored
Signed-off-by: Bernhard Kölbl <besentv@gmail.com>
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Bernhard Kölbl authored
Signed-off-by: Bernhard Kölbl <besentv@gmail.com>
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Bernhard Kölbl authored
Signed-off-by: Bernhard Kölbl <besentv@gmail.com>
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Alex Henrie authored
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Eric Pouech authored
Expose the real path of a loaded module (potentially read from WINEDLLDIR or WINEBUILDDIR or overriden load order or ...). This improves gdb integration by passing the real path to the loaded modules (instead of the paths in c:\windows\ system subdirectories). Introduce new Wine only dbghelp's extended option to enable the feature. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54250Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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Ake Rehnman authored
Co-authored-by: Eric Pouech <eric.pouech@gmail.com> Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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Eric Pouech authored
In some cases (running from build tree, overriding load order...), the path to the module from the load DLL debug event isn't the real path to the loaded module. So pass the handle to loaded module's image from winedbg to dbghelp (to avoid image lookup). Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54250Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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Eric Pouech authored
When the handle to the loaded module is passed in SymLoadModule*(), don't try to search for the module's image path and use only the file handle. Co-authored-by: Ake Rehnman <ake.rehnman@gmail.com> Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Fabian Maurer authored
Signed-off-by: Fabian Maurer <dark.shadow4@web.de>
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Alex Henrie authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
Get rid of the typedef, and give it a slightly more salient name (and one that matches more of the surrounding code).
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Zebediah Figura authored
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Zebediah Figura authored
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Shaun Ren authored
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Shaun Ren authored
For QuickTime media, MF_SD_LANGUAGE contains the ISO 639-1-mapped language code. Some games such as Borderlands 3 expect this behaviour. In order to determine the type of the media, we store the demuxer caps in the wg_parser structure.
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