- 07 Mar, 2024 12 commits
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Rémi Bernon authored
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Zebediah Figura authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=34322
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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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Alexandre Julliard authored
Triggered by the vkd3d 1.11 import.
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Alexandre Julliard authored
Triggered by the vkd3d 1.11 import.
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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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Alexandre Julliard authored
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Brendan Shanks authored
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- 06 Mar, 2024 28 commits
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Eric Pouech authored
Seen when debugging some game, one can load a virtual module with a NULL image name. Signed-off-by: Eric Pouech <epouech@codeweavers.com>
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Eric Pouech authored
Module names appear in three spots in dbghelp: A) SymGetModuleInfo() .ModuleName B) module enumeration (as parameter in callback) C) in symbol/type research in module!name form Tests show that: - A) and B) always use only the derivation of the image name, whatever the passed module name in SymLoadModule(). - C) can use either the form derived from image name {as A) and B)}, but also the passed module name in SymLoadModule(). Note: B) is limited to 64 characters, while A) is limited to 32 characters (not tested here). Signed-off-by: Eric Pouech <epouech@codeweavers.com>
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Eric Pouech authored
Change from: dll.so > PE image > ELF/Mach-O images into PE image > dll.so > ELF/Mach-O images Main goal is in SymLoadModule*(), to not resynchronize the system modules list when requesting loading of a PE image. This can gain quite some time in some situations. Signed-off-by: Eric Pouech <epouech@codeweavers.com>
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Eric Pouech authored
dbghelp tests build PDB files, without hash table in TPI stream, but also no types. Native is able to load these PDB files. So, don't fail when loading a PDB without a TPI hash table and without any types. 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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Yuxuan Shui authored
Adding them to the seqtrack, and also implementing playing them from the seqtrack.
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Yuxuan Shui authored
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Yuxuan Shui 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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Alexandros Frantzis authored
Wayland surfaces don't have an inherent native size that the EGL implementation can track, so we need to explicitly tell EGL about changes in the native size with wl_egl_window_resize. Since the resize can be triggered outside the GL render thread, and wl_egl_window_resize is not thread safe (with respect to other EGL/GL calls), we cannot call it directly at will. Instead we mark the wayland_gl_drawable as resized, and actually call the wl_egl_window_resize function from the thread in which the respective drawable is current. Note that the first EGL/GL operation that requires a new backbuffer latches whatever native size we have reported, until the next eglSwapBuffers. In order to ensure the current native size is applied as soon as possible (to avoid glitches), we check for and apply resizes at a few extra points where a new backbuffer may be required (e.g., glClear, eglMakeCurrent).
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Alexandros Frantzis authored
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Alexandros Frantzis authored
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Alexandros Frantzis authored
Each WGL context is backed by a config-less EGL context. We require the EGL_KHR_no_config_context extension.
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Alexandros Frantzis authored
Introduce the internal wayland_gl_drawable object, which associates a window (and its backing Wayland surface) with an EGL surface.
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Alexandros Frantzis authored
Create an array of supported EGLConfigs, and use this information to populate the PIXELFORMATDESCRIPTOR.
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Alexandros Frantzis authored
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Alexandros Frantzis authored
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Alexandros Frantzis authored
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Alexandros Frantzis authored
The driver performs basic EGL initialization.
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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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Ziqing Hui authored
Krkr2 game engine need AvgTimePerFrame to calculate video frame time.
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Ziqing Hui authored
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Zebediah Figura authored
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