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>
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.
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.
When it is specified. The Resampler transform exposes the block
alignment in its output stream info cbSize, and the session then
otherwise reads data one audio frame at a time.
This ensures that we always have a type as pointer to a known <type>
(either because it exists in <type>'s module, or it's synthetized inside
debugger).
Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
Also basic implementation of arraybuffer/blob with invalid state, mostly
to show how the tests will look.
Signed-off-by: Gabriel Ivăncescu <gabrielopcode@gmail.com>