- 03 Aug, 2022 21 commits
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Shaun Ren authored
Signed-off-by: Shaun Ren <sren@codeweavers.com>
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Shaun Ren authored
Signed-off-by: Shaun Ren <sren@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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- 02 Aug, 2022 19 commits
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Shaun Ren authored
Signed-off-by: Shaun Ren <sren@codeweavers.com>
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Shaun Ren authored
Signed-off-by: Shaun Ren <sren@codeweavers.com>
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Rafał Harabień authored
Colours are disabled by default, and can be enabled using WINETEST_COLOR=1.
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Dmitry Timoshkov authored
As the tests show after creating a kernel object with name "wine_test\0" it's possible to only open it as "wine_test\0", an attempt opening it as "wine_test" fails with STATUS_OBJECT_NAME_NOT_FOUND, and vice versa. Also the tests show that "wine\0test" is a valid kernel object name. Signed-off-by: Dmitry Timoshkov <dmitry@baikal.ru> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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Dmitry Timoshkov authored
Signed-off-by: Dmitry Timoshkov <dmitry@baikal.ru> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
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Zebediah Figura authored
Garou: Mark of the Wolves calls IDirect3D9::GetAdapterModeCount() on every frame. This results in calling EnumDisplaySettingsExW() once per available mode, which is a very slow operation, both on Windows and Wine. Manual testing shows that Windows caches the mode list (as well as the adapter list, which is already cached in Wine) in Direct3D 9 and lower. Calls to GetAdapterModeCount() and EnumAdapterDisplayModes() are fast, and they also do not change if monitors are added or removed. DXGI behaves differently, however. The list of outputs attached to an adapter is cached—that is, calls to IDXGIAdapter::EnumOutputs() are fast, and return stale data. However, at least some other calls are slow and do not seem to be cached, including IDXGIOutput::GetDisplayModeList() and IDXGIOutput::GetDesc(). ddraw is also slow and uncached. Since all testing was done on Windows 10 (for lack of available older hardware to test with) it is not unlikely that ddraw was reimplemented over dxgi on newer Windows, and that older Windows versions would be fast and cached, but this is speculation. In any case I have not included patches to cache ddraw modes. Tests were done on Windows 10 21H2, both on real hardware with NVidia drivers and on software drivers via qemu/KVM. In the latter case only speed could be tested, but this was consistent with the results from the NVidia machine.
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Zebediah Figura authored
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Zebediah Figura authored
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Brendan Shanks authored
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Stefan Dösinger authored
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Stefan Dösinger authored
Star Trek Starfleet Academy does not like it when available video memory goes down after creating a system memory resource. It destroys all its textures and recreates them, and in some sitations forgets to recreate one or another texture, resulting in rendering bugs. I suspect the game is trying to detect focus loss by monitoring for unexpected video memory changes.
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Rémi Bernon authored
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