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.
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.
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>
After commit 2aa54a90bd, 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
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=54250
Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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=54250
Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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>
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.
Note that for the case when mozwindow_to_window returns an existing window,
no ref is added to it anyway, so this is just leaking.
Signed-off-by: Gabriel Ivăncescu <gabrielopcode@gmail.com>
Avoid the need for manually set type attributes, and initialize the component
count for all such formats.
This fixes use of R11G11B10_FLOAT as a vertex attribute format with the GL
backend. Since it has no corresponding typeless format, prior to this commit the
component count was uninitialized and hence use of the format would result in a
GL error.
This fixes a GL error with Dark Souls Remastered. I did not immediately observe
any corresponding rendering errors, however.