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winevulkan: Add FSR for fshack. #116
winevulkan: Add FSR for fshack. #116
Commits on Aug 18, 2021
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server: Create a desktop shared mapping.
Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Use the helper to update the cursor last change time.
Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Move the cursor position and last change time to the shared d…
…ata. Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Add a sequence number to the shared data.
The client should check that the lower SEQUENCE_MASK_BITS are zero before reading the data and confirm that the number is unchanged when it's finished. Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Use the helper to reset the clip rect when the desktop size c…
…hanges. Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Store the cursor clip rect in the shared data.
Signed-off-by: Huw Davies <huw@codeweavers.com>
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user32: Use the desktop shared data for GetClipCursor().
Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Get rid of the global cursor structure.
Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Use a separate variable to determine the message on Alt release.
Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Simplify update_input_key_state().
Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Use separate functions to update the desktop and input keysta…
…tes. Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Move the desktop keystate to shared memory.
Signed-off-by: Huw Davies <huw@codeweavers.com>
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user32: Use the shared data if possible for GetAsyncKeyState().
Signed-off-by: Huw Davies <huw@codeweavers.com>
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server: Don't return the desktop keystate from the send_hardware_mess…
…age request. Signed-off-by: Huw Davies <huw@codeweavers.com>
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user32: Refresh active hook list only when needed.
Instead of doing it on every get_message request.
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user32: Don't check for driver events so often.
Now that PeekMessage may return quickly we don't want to check for driver events on every call.
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esync: user32: Always call get_message request after waiting.
Because with esync and fsync the wait happens on the client-side, so we need to make the request to do the server side effects.
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user32: Call get_message request at least once every 3s.
So that the thread queue isn't incorrectly flagged as hung.
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server: Move capture window to input shared memory.
As well as menu owner / menu size window handles.
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user32: Use input shared memory for GetGUIThreadInfo.
When the current thread is requested.
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kernel32: Catch page faults in GlobalSize.
In the same way GlobalFree does already.
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ntdll: Add thread destroy notification function.
This will be used in LFH to recycle the thread local data.
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ntdll: Better implement RtlSetHeapInformation.
And set extended_type heap field when HeapCompatibilityInformation is used.
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ntdll: Implement Low Fragmentation Heap.
This is a high performance multithreaded heap implementation that tries to minimize memory fragmentation as well. It takes inspiration from rpmalloc / tcmalloc and other thread-local heap implementations, while avoiding the complexity of a cache. The low fragmentation part is achieved by using two layers of pools, or arenas, classified by block size: * The first, coarse grained, pools are called "large" arenas, and are allocated directly by mapping 4MiB of virtual memory for each pool, which is then split into blocks of fixed size. The large arena classes are configured to support block sizes in a range from (64KiB - hs) up to (2MiB - hs), increasing by 64KiB steps, where hs is the arena header size. * The second pool layer, called "small" and "medium" arenas is built on top of the first, using the exact same mechanism (and code). Each pool is allocated by acquiring a block of (64KiB - hs) size from an arena of the first "large" class. The "small" arena classes are configured for block sizes in a range from 32 to 2048 bytes, increasing by 32B steps. The "medium" arena classes are configured for block sizes in a range from 2048 bytes up to ((64KiB - hs) - hs) / 2, increasing by 512B steps. Any memory allocation that is bigger than what "large" arenas can provide will be directly mapped from virtual memory. The multithreaded part is achieved by keeping thread local heap structures to hold the currently allocated classified arenas: * Whenever a thread needs it, a new thread local heap will be acquired from a global orphan list - using an interlocked singly linked list of unused heaps - or allocated from virtual memory. Whenever a thread terminates, it will release its thread local heap to the global orphan list. * Every alloc is done by using the current thread heap, and by allocating a new block from its arenas. The virtual memory mapping that may eventually be called is already thread safe and does not require additional locking. * Every free is deferred to the thread that allocated the block, by using an interlocked singly linked list. * Every time a thread allocates a new block, it will first cleanup its deferred free block list. The thread local heaps may not be always associated with an live thread, so this means that deferred blocks may have to wait for the orphan heap to be adopted by a new thread before they are actually released.
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ntdll: Always add 16 bytes to heap block tail.
To prevent crashing in buffer overflows, and as Windows default heap apparently does as well. Journey does some at the very end of the game, and it sometimes silently corrupts the heap until it crashes. CW-Bug-Id: 18894
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ntdll/tests: Fix tick count read from user shared data.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org> (cherry picked from commit 8591c2a)
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ntdll/tests: Add InterruptTimeBias to fix spurious test failures.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org> (cherry picked from commit 97d2802)
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include: Add KSHARED_USER_DATA QpcData details and flags.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org> (cherry picked from commit 3b87444)
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include: Include x86intrin.h in msvcrt/intrin.h.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Jacek Caban <jacek@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org> (cherry picked from commit b18a48e)
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ntdll/tests: Add RtlQueryPerformanceCounter tests.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Jacek Caban <jacek@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org> (cherry picked from commit d9d478e)
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wineboot: Check if the kernel trusts TSC before using it for Qpc.
Even if the bits are claiming that TSC meets our requirements the hardware implementation may still be broken. The Linux kernel does a lot of quality testing before deciding to use as the clock source. If it (or the user, through an override) does not trust the TSC we should not trust it either. CW-Bug-Id: #18918 CW-Bug-Id: #18958
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wineboot: Return TSC frequency in ~Mhz
Some games such as Horizon Zero Dawn use this registry value to correlate values from rtdsc -> real time. In my testing across a few devices, Windows always returns the tsc frequency in this entry, not the current/maximum frequency of the processor. Returning the nominal/maximum cpu frequency here causes the game to run in slow motion as it may not match the tsc frequency of the processor. Ideally we'd not have to measure this and the kernel would return tsc_khz to userspace, but this is a good enough stop-gap until https://lkml.org/lkml/2020/12/31/72 or something similar is merged. Fixes: #4125 (Slow motion bug) Signed-off-by: Joshua Ashton <joshua@froggi.es>
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wineboot: Calculate TSC frequency once at the start
This calculates the TSC frequency once at the very start of wineboot. This avoids needing to calculate this multiple times which can lead to stalls. Signed-off-by: Joshua Ashton <joshua@froggi.es>
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ntdll: Use kernel soft dirty flags for write watches support.
Requires kernel patches to have effect.
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ntdll: Convert Windows Epoch to UNIX Epoch
Some games are hanging on startup, with futexes waiting forever (even with timeout values). This is because the timeout values are been passed as Windows Epoch, instead of UNIX one. Convert the values so timeouts work again. Also, use realtime clock instead of monotonic one, so we don't need to issue another syscall do to this conversion.
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ntdll: Remove padding for 32bit archs
In the current version of futex2 patchset, there's a proper entry point for 32bit apps that correctly parse 32bit pointers. Remove the padding hack used to make 32bit apps use the 64bit entry point.
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ntdll: Simulate async file read and IO cancellation to workaround AC:…
…Odyssey out of order dialogues bug.
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winex11.drv: Send message from X11DRV_DisplayDevices_Update.
When not in desktop thread, instead of calling X11DRV_resize_desktop every time.
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winex11.drv: Store current display modes in registry too.
Because fshack doesn't actually change adapter modes, it's not possible to query current mode from fshack or real settings handler from another process.
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winex11.drv: Re-apply current display mode on desktop resize.
So that fshack internal modes are updated in the desktop process too, from the current modes that have been written in the registry.
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winex11.drv: Add GUID_DISPLAY_DEVICE_ARRIVAL interface to display dev…
…ice. CW-Bug-Id: 18931
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winex11.drv: Add a GPU for each Vulkan device that was not tied to an…
… XRandR provider. This assures that each Vulkan device has a LUID assigned (see X11DRV_InitGpu and VkPhysicalDeviceIDProperties). LUIDs are important for DirectX <-> Vulkan interop. VKD3D-Proton and DXVK's DXGI use that to identify which underlaying Vulkan device to use for the selected adapter. This change fixes GPU selection in Hitman 2 in DX12 mode. Without it VKD3D-Proton resorts to a heuristic (vid/pid matching, and if that fails use the first device in enumeration order) which can select the wrong one on some multi-GPU Nvidia setups due to nvapihack. This also fixes Forza Horizon 4 on Wayland as XWayland doesn't expose providers which results in missing LUIDs even for the GPU driving the outputs. CW-Bug-Id: #18737 CW-Bug-Id: #18925
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gdi32: Implement D3DKMTOpenAdapterFromDeviceName().
CW-Bug-Id: 18931
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dinput: Don't add 'default value 0' entries to the data transform.
This helps when dealing with the quirky c_dfDIJoystick2 format, which defines all the sliders as overlapping, i.e. rglSlider[2], rglVSlider[2], rglASlider[2] and rglFSlider[2] all share the same offset. With the Linux backends, if the device exposes enough axes (e.g. some HOTAS) we end up using rglSlider. Let's make sure we don't unnecessarily override the values there. Signed-off-by: Arkadiusz Hiler <ahiler@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org> (cherry picked from commit d10887b) CW-Bug-Id: #19048
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dinput: Add mapping for Logitech G920 for the SDL backend.
This fixes Project CARS 3 brake problem - the game detects the controller and expects certain mapping of axes onto DIJOYSTATE2. The wheel is handled by hid_logitech_hidpp. Currently there is no way of combining accelerator and brake pedals on Linux, but on Windows that doesn't change the number or mapping of axes - it just alters the semantics of the accelerator axis. CW-Bug-Id: #19048
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ntdll: Add stub implementation for NtSetInformationProcess(ProcessIns…
…trumentationCallback). CW-Bug-Id: 19085
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ntdll: Add stub implementation for NtSetInformationFile(FileAllocatio…
…nInformation). CW-Bug-Id: 19085
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ntdll: Implementat NtQuerySystemInformation(SystemKernelDebuggerInfor…
…mationEx). CW-Bug-Id: 19085
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winebuild: Output stubs after syscalls.
CW-Bug-Id: 19085
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ntdll: Catch all syscalls at the lower addresses.
CW-Bug-Id: 19085
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ntdll: Support '\??\GlobalRoot' prefix in get_dos_prefix_len().
CW-Bug-Id: 19085
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Commits on Aug 24, 2021
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Commits on Aug 25, 2021
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winegstreamer: Create threads after initializing wg_parser in decode_…
…transform_create(). CW-Bug-ID: 19317
Paul Gofman committedAug 25, 2021 Configuration menu - View commit details
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winegstreamer: Shutdown helper and read threads in mf_decoder_Release().
CW-Bug-ID: 19317
Paul Gofman committedAug 25, 2021 Configuration menu - View commit details
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winhttp: Factor out query_data_ready() function.
CW-Bug-ID: 19317
Paul Gofman committedAug 25, 2021 Configuration menu - View commit details
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winhttp: Execute WinHttpQueryDataAvailable() synchronously if the dat…
…a is available. CW-Bug-ID: 19317
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winhttp: Execute WinHttpReadData() synchronously if the data is avail…
…able. CW-Bug-ID: 19317 Fixes eFootball PES 2021 in game contents download.
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winegstreamer: Create media source read thread after initializing wg_…
…parser. Fixes race condition as wg_parser is used right away in the created thread.
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Commits on Aug 26, 2021
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ntdll: Fix holes in ELF mappings. (v2)
Based on a patch by Andrew Wesie. Included to fix crash on startup of WRC8. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=44650 Link: https://github.com/wine-staging/wine-staging/tree/v6.3/patches/ntdll-Builtin_Prot Link: ValveSoftware#121 CW-Bug-Id: #19337
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wine.inf: Use native xinput1_3 for WRC8.
WRC8, when run in a win10 prefix, tries to load UWP/xinput1_3.dll that ships with the game. It seems to be mostly-compatible xinput implementation built on top of windows.gaming.input.dll. However if we try to replace it with the builtin the game crashes (that's the "mostly-compatible" part), so we need this override. Since our windows.gaming.input.dll implementation is just a stub controllers other than steering wheels (which are handled through dinput) do not work. It's possible to make the controllers work in the meantime by switching the prefix to win7 and adding `WINEDLLOVERRIDES="xinput1_3=b"`, as on win7 the game uses the regular xinput and is fine with our builtin. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=51643 Link: ValveSoftware#121 CW-Bug-Id: #19337
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dinput: Report a non-zero value in dwFFDriverVersion for haptic devices.
WRC 8 and 9 assumes zero means no driver loaded. Link: ValveSoftware#121 CW-Bug-Id: #19337
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dinput: Remove code duplication.
The DIDC_FORCEFEEDBACK flag was set twice. Link: ValveSoftware#121 CW-Bug-Id: #19337
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Commits on Aug 27, 2021
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kernelbase: Mind MajorOperatingSystemVersion PE header when reporting…
… OS version. CW-Bug-ID: #19343
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Commits on Aug 30, 2021
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winex11.drv: HACK: Mind insert_after X11DRV_WindowPosChanged in some …
…cases. CW-Bug-ID: 19335
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Commits on Sep 7, 2021
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ntdll: Reject some of NT path names not in a canonical form.
CW-Bug-ID: 19384 Fixes Divinity The Original Sin 2 Definitive edition crash on start. This is a partial backport extracted from upstream commits 405666b, cdb1f3a (authored by Alexandre Julliard).
Paul Gofman committedSep 7, 2021 Configuration menu - View commit details
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Commits on Sep 8, 2021
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wine.inf: Use native xinput1_3 for WRC10.
This game have the same issue as WRC8. Link: ValveSoftware#123 CW-Bug-Id: #19337
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d3dcompiler: Rip out the HLSL compiler.
The compiler is completely non-functional as-is, and lives in libvkd3d-shader now. When a vkd3d release is made d3dcompiler will access it via the libvkd3d-shader public API. Accordingly there's no reason to keep it around in wine's d3dcompiler. Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org> CW-Bug-ID: #15810
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d3dcompiler: Implement D3DCompile2() on top of vkd3d_shader_compile().
This probably isn't what it's going to look like upstream, for several reasons. CW-Bug-ID: #15810
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Commits on Sep 12, 2021
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winevulkan: fshack: Enable shaderStorageImageWriteWithoutFormat.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
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winevulkan: fshack: Implement fsr.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
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winex11.drv: Env var for sharpness strenght.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
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Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
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winevulkan: Allow forcing a negative mip bias.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
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