- Mar 19, 2024
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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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- Mar 18, 2024
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Signed-off-by:
Mark Jansen <mark.jansen@reactos.org>
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Native seems to also treat some frame rate specially, matching a wide range of time per frame into the same predefined frame rates.
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Alexandre Julliard authored
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- Mar 15, 2024
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Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56434 Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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The previous auto-repeat may be associated with a different HWND, so we cannot rely on the new timer replacing the old timer, and we don't want simultaneous repeats on different windows in the same thread. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56307
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This fixes the behavior to match other systems, where releasing an unrelated key does not affect the repeating key.
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This can generate very long time when saving the minidump, but also when reloading it. Unwind information is expected to be gotten from an image matching the modules listed in the minidump for Normal mode. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55798 Signed-off-by:
Eric Pouech <epouech@codeweavers.com>
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So that we can get to debug info. Signed-off-by:
Eric Pouech <epouech@codeweavers.com>
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Signed-off-by:
Eric Pouech <epouech@codeweavers.com>
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Signed-off-by:
Eric Pouech <epouech@codeweavers.com>
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Signed-off-by:
Robin Kertels <robin.kertels@gmail.com>
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wined3d: Do not check the input signature element count for sm4+ shaders in shader_spirv_compile_arguments_init(). Shader model 4 fragment shaders can have more than 12 input varyings. That's fine though, because we don't need to build a varying map for them in the first place. Note that in principle the ERR in question could still be triggered by e.g. attempting to use a shader model 4 fragment shader with a shader model 3 vertex shader.
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