From 88ddac5ca3d32d83517c3fec4cc25f109b104653 Mon Sep 17 00:00:00 2001 From: Sebastian Lackner Date: Wed, 6 Jan 2016 14:28:01 +0100 Subject: [PATCH] wined3d-CSMT_Main: Renumber patches. --- patches/patchinstall.sh | 290 +++++++++--------- ...-a-function-to-retrieve-resource-me.patch} | 0 ...ace_ops-unmap-specific-for-front-bu.patch} | 0 ...ove-check_block_align-to-resource.c.patch} | 0 ...urface-alloc-functions-with-resourc.patch} | 0 ...elete-the-buffer-in-surface_cleanup.patch} | 0 ...resource-facilities-to-destroy-PBOs.patch} | 0 ...le-location-copying-to-the-resource.patch} | 0 ...ve-most-of-volume_map-to-resource.c.patch} | 0 ...3d-Use-resource_map-for-surface_map.patch} | 0 ...l-the-public-map-function-in-surfac.patch} | 0 ...l-the-public-map-function-in-surfac.patch} | 0 ...-the-framebuffer-into-wined3d_state.patch} | 0 ...f-state-access-in-shader_generate_g.patch} | 0 ...d-buffers-if-streamsrc-is-not-dirty.patch} | 0 ...ntroduce-a-multithreaded-command-st.patch} | 0 ...resource-updates-to-finish-when-usi.patch} | 0 ...re-pointers-in-struct-wined3d_cs_pr.patch} | 0 ...-rectangle-pointers-into-wined3d_cs.patch} | 0 ...-color-in-clear-ops-instead-of-a-po.patch} | 0 ...3d-Pass-the-state-to-draw_primitive.patch} | 0 ...or-the-cs-before-destroying-objects.patch} | 0 ...6-wined3d-Give-the-cs-its-own-state.patch} | 0 ...t-constant-updates-through-the-comm.patch} | 0 ...-glFinish-before-modifying-resource.patch} | 0 ...e-cs-before-changing-the-texture-lo.patch} | 0 ...3d-Don-t-call-glFinish-after-clears.patch} | 0 ...d3d-Don-t-call-glFinish-after-draws.patch} | 0 ...vice-offscreenBuffer-in-the-context.patch} | 0 ...ess-the-stateblock-in-find_draw_buf.patch} | 0 ...-depth-stencil-to-swapchain-present.patch} | 0 ...re-viewport-pointers-in-the-command.patch} | 0 ...k-of-the-onscreen-depth-stencil-in-.patch} | 0 ...-vertex-index-updates-through-the-c.patch} | 0 ...itive-type-updates-through-the-comm.patch} | 0 ...-constant-updates-through-the-comma.patch} | 0 ...constant-updates-through-the-comman.patch} | 0 ...t-updates-through-the-command-strea.patch} | 0 ...he-command-stream-from-running-ahea.patch} | 0 ...the-cs-to-finish-before-destroying-.patch} | 0 ...4-wined3d-Run-the-cs-asynchronously.patch} | 0 ...nd-blits-through-the-command-stream.patch} | 0 ...update_surface-checks-back-in-place.patch} | 0 ...d3d-Get-rid-of-WINED3D_BUFFER_FLUSH.patch} | 0 ...ce-strict-draw-ordering-for-multith.patch} | 0 ...er-target-view-clears-through-the-c.patch} | 0 ...70-wined3d-Wait-for-the-CS-in-GetDC.patch} | 0 ...urce-maps-through-the-command-strea.patch} | 0 ...d-of-the-end_scene-flush-and-finish.patch} | 0 ...-the-linked-lists-with-a-ringbuffer.patch} | 0 ...ed3d-Don-t-preload-buffers-on-unmap.patch} | 0 ...Don-t-call-glFinish-before-swapping.patch} | 0 ...d-wined3d_-_query_issue-never-fails.patch} | 0 ...query-support-to-the-command-stream.patch} | 0 ...-CS-state-to-find-out-if-a-query-is.patch} | 0 ...oll-queries-automatically-in-the-CS.patch} | 0 ...-a-separate-queue-for-priority-comm.patch} | 0 ...ed3d-Destroy-queries-through-the-CS.patch} | 0 ...-main-and-worker-thread-query-state.patch} | 0 ...t-poll-queries-that-failed-to-start.patch} | 0 ...restated-queries-from-the-poll-list.patch} | 0 ...et-the-query-state-if-it-doesn-t-ha.patch} | 0 ...-Put-this-into-the-query-poll-patch.patch} | 0 ...ate_surface-commands-through-the-CS.patch} | 0 ...end-texture-preloads-through-the-CS.patch} | 0 ...end-surface-preloads-through-the-CS.patch} | 0 ...update_texture-calls-through-the-CS.patch} | 0 ...of-the-surface_upload_data-glFinish.patch} | 0 ...k-the-src-volume-in-device_update_v.patch} | 0 ...it_managed_resources-through-the-CS.patch} | 0 ...-wined3d-Introduce-resource-fencing.patch} | 0 ...ate_texture-and-update_surface-call.patch} | 0 ...-wined3d-Dirtify-resources-on-unmap.patch} | 0 ...ined3d-Fence-texture-reads-in-draws.patch} | 0 ...e-render-targets-and-depth-stencils.patch} | 0 ... 0099-wined3d-Fence-blit-operations.patch} | 0 ...wined3d-Fence-color_fill-operations.patch} | 0 ...h => 0101-wined3d-Fence-clear-calls.patch} | 0 ...=> 0102-wined3d-Fence-present-calls.patch} | 0 ...urce-maps-and-unmaps-a-priority-com.patch} | 0 ...hanged-textures-through-the-command.patch} | 0 ...-wined3d-Wrap-GL-BOs-in-a-structure.patch} | 0 ...arate-resource-map-and-draw-buffers.patch} | 0 ...-DISCARD-resource-maps-with-buffers.patch} | 0 ...-DISCARD-resource-maps-with-heap-me.patch} | 0 ...-some-objects-in-state_init_default.patch} | 0 ...uest-the-frontbuffer-to-create-dumm.patch} | 0 ...e-buffered-buffers-for-multithreade.patch} | 0 ...synchronize-NOOVERWRITE-buffer-maps.patch} | 0 ...buffer-map-write-and-draw-read-memo.patch} | 0 ...ed3d-Accelerate-DISCARD-buffer-maps.patch} | 0 ...d3d-Accelerate-READONLY-buffer-maps.patch} | 0 ...e-buffer-dirty-areas-through-the-CS.patch} | 0 ...buffer-resource.map_count-in-the-CS.patch} | 0 ...Send-buffer-preloads-through-the-CS.patch} | 0 ...ferSubData-instead-of-glMapBufferRa.patch} | 0 ...GL-buffer-discard-control-from-igno.patch} | 0 ...-Create-buffers-before-mapping-them.patch} | 0 ...ined3d-Destroy-views-through-the-CS.patch} | 0 ...123-wined3d-Remove-another-glFinish.patch} | 0 ...-vertex-declarations-through-the-CS.patch} | 0 ...ed3d-Destroy-shaders-through-the-CS.patch} | 0 ...ate-VBOs-through-the-command-stream.patch} | 0 ...ean-up-resource-data-through-the-CS.patch} | 0 ...buffer-resource-data-through-the-CS.patch} | 0 ...volume-resource-data-through-the-CS.patch} | 0 ...3d-Clean-up-surfaces-through-the-cs.patch} | 0 ...up-texture-resources-through-the-cs.patch} | 0 ...sources-through-the-CS-in-uninit_3d.patch} | 0 ...sources-through-the-CS-in-device_re.patch} | 0 ...-glFinish-after-a-depth-buffer-blit.patch} | 0 ...ed3d-Remove-software-cursor-support.patch} | 0 ...reate-dummy-textures-through-the-CS.patch} | 0 ...-the-initial-context-through-the-CS.patch} | 0 ...ctx-and-dummy-textures-through-the-.patch} | 0 ...NED3D_MAP_NO_DIRTY_UPDATE-in-resour.patch} | 0 ...GL-contexts-through-the-CS-in-reset.patch} | 0 ...-contexts-through-the-CS-in-uninit_.patch} | 0 ...rface_unload-through-the-CS-in-wine.patch} | 0 ...ent-to-block-the-worker-thread-when.patch} | 0 ...44-wined3d-Fence-preload-operations.patch} | 0 ...K_NO_DIRTY_UPDATE-on-managed-textur.patch} | 0 ...K_NO_DIRTY_UPDATE-on-managed-textur.patch} | 0 ...Completely-reset-the-state-on-reset.patch} | 0 ...c-and-releasedc-through-the-command.patch} | 0 ...eap_memory-NULL-when-allocating-a-P.patch} | 0 ...Wait-only-for-the-buffer-to-be-idle.patch} | 0 ...d-a-comment-about-worker-thread-lag.patch} | 0 ...Remove-the-texture-destroy-glFinish.patch} | 0 ...-destruction-into-the-worker-thread.patch} | 0 ...ref-decref-textures-in-color-depth-.patch} | 0 ...155-Winex11-complain-about-glfinish.patch} | 0 ...-the-new-window-is-set-up-before-se.patch} | 0 ...move-the-device_reset-CS-sync-fixme.patch} | 0 ...PLE_flush_buffer_range-syncing-back.patch} | 0 ...the-resource-to-be-idle-when-destro.patch} | 0 ...n-t-sync-on-redundant-discard-calls.patch} | 0 ...1-wined3d-Don-t-discard-new-buffers.patch} | 0 ...-to-sync-VBOs-manually-on-OSX-with-.patch} | 0 ...163-wined3d-Render-target-lock-hack.patch} | 0 ...ling-wined3d_surface_blt-from-surfa.patch} | 0 ...nly-discard-buffers-that-are-in-use.patch} | 0 ...samplers-through-the-command-stream.patch} | 0 ...k-to-reject-unsupported-color-fills.patch} | 0 ...-buffer-map-array-before-mapping-th.patch} | 0 ...te_sub_resource-calls-through-the-c.patch} | 0 146 files changed, 145 insertions(+), 145 deletions(-) rename patches/wined3d-CSMT_Main/{0026-wined3d-Introduce-a-function-to-retrieve-resource-me.patch => 0025-wined3d-Introduce-a-function-to-retrieve-resource-me.patch} (100%) rename patches/wined3d-CSMT_Main/{0027-wined3d-Make-surface_ops-unmap-specific-for-front-bu.patch => 0026-wined3d-Make-surface_ops-unmap-specific-for-front-bu.patch} (100%) rename patches/wined3d-CSMT_Main/{0028-wined3d-Move-check_block_align-to-resource.c.patch => 0027-wined3d-Move-check_block_align-to-resource.c.patch} (100%) rename patches/wined3d-CSMT_Main/{0029-wined3d-Replace-surface-alloc-functions-with-resourc.patch => 0028-wined3d-Replace-surface-alloc-functions-with-resourc.patch} (100%) rename patches/wined3d-CSMT_Main/{0030-wined3d-Don-t-delete-the-buffer-in-surface_cleanup.patch => 0029-wined3d-Don-t-delete-the-buffer-in-surface_cleanup.patch} (100%) rename patches/wined3d-CSMT_Main/{0031-wined3d-Use-resource-facilities-to-destroy-PBOs.patch => 0030-wined3d-Use-resource-facilities-to-destroy-PBOs.patch} (100%) rename patches/wined3d-CSMT_Main/{0032-wined3d-Move-simple-location-copying-to-the-resource.patch => 0031-wined3d-Move-simple-location-copying-to-the-resource.patch} (100%) rename patches/wined3d-CSMT_Main/{0033-wined3d-Move-most-of-volume_map-to-resource.c.patch => 0032-wined3d-Move-most-of-volume_map-to-resource.c.patch} (100%) rename patches/wined3d-CSMT_Main/{0034-wined3d-Use-resource_map-for-surface_map.patch => 0033-wined3d-Use-resource_map-for-surface_map.patch} (100%) rename patches/wined3d-CSMT_Main/{0036-wined3d-Don-t-call-the-public-map-function-in-surfac.patch => 0034-wined3d-Don-t-call-the-public-map-function-in-surfac.patch} (100%) rename patches/wined3d-CSMT_Main/{0037-wined3d-Don-t-call-the-public-map-function-in-surfac.patch => 0035-wined3d-Don-t-call-the-public-map-function-in-surfac.patch} (100%) rename patches/wined3d-CSMT_Main/{0038-wined3d-Move-the-framebuffer-into-wined3d_state.patch => 0036-wined3d-Move-the-framebuffer-into-wined3d_state.patch} (100%) rename patches/wined3d-CSMT_Main/{0039-wined3d-Get-rid-of-state-access-in-shader_generate_g.patch => 0037-wined3d-Get-rid-of-state-access-in-shader_generate_g.patch} (100%) rename patches/wined3d-CSMT_Main/{0040-wined3d-Preload-buffers-if-streamsrc-is-not-dirty.patch => 0038-wined3d-Preload-buffers-if-streamsrc-is-not-dirty.patch} (100%) rename patches/wined3d-CSMT_Main/{0041-wined3d-Hackily-introduce-a-multithreaded-command-st.patch => 0039-wined3d-Hackily-introduce-a-multithreaded-command-st.patch} (100%) rename patches/wined3d-CSMT_Main/{0042-wined3d-Wait-for-resource-updates-to-finish-when-usi.patch => 0040-wined3d-Wait-for-resource-updates-to-finish-when-usi.patch} (100%) rename patches/wined3d-CSMT_Main/{0043-wined3d-Don-t-store-pointers-in-struct-wined3d_cs_pr.patch => 0041-wined3d-Don-t-store-pointers-in-struct-wined3d_cs_pr.patch} (100%) rename patches/wined3d-CSMT_Main/{0044-wined3d-Don-t-put-rectangle-pointers-into-wined3d_cs.patch => 0042-wined3d-Don-t-put-rectangle-pointers-into-wined3d_cs.patch} (100%) rename patches/wined3d-CSMT_Main/{0045-wined3d-Store-the-color-in-clear-ops-instead-of-a-po.patch => 0043-wined3d-Store-the-color-in-clear-ops-instead-of-a-po.patch} (100%) rename patches/wined3d-CSMT_Main/{0046-wined3d-Pass-the-state-to-draw_primitive.patch => 0044-wined3d-Pass-the-state-to-draw_primitive.patch} (100%) rename patches/wined3d-CSMT_Main/{0047-wined3d-Wait-for-the-cs-before-destroying-objects.patch => 0045-wined3d-Wait-for-the-cs-before-destroying-objects.patch} (100%) rename patches/wined3d-CSMT_Main/{0048-wined3d-Give-the-cs-its-own-state.patch => 0046-wined3d-Give-the-cs-its-own-state.patch} (100%) rename patches/wined3d-CSMT_Main/{0049-wined3d-Send-float-constant-updates-through-the-comm.patch => 0047-wined3d-Send-float-constant-updates-through-the-comm.patch} (100%) rename patches/wined3d-CSMT_Main/{0050-wined3d-Request-a-glFinish-before-modifying-resource.patch => 0048-wined3d-Request-a-glFinish-before-modifying-resource.patch} (100%) rename patches/wined3d-CSMT_Main/{0051-wined3d-Finish-the-cs-before-changing-the-texture-lo.patch => 0049-wined3d-Finish-the-cs-before-changing-the-texture-lo.patch} (100%) rename patches/wined3d-CSMT_Main/{0052-wined3d-Don-t-call-glFinish-after-clears.patch => 0050-wined3d-Don-t-call-glFinish-after-clears.patch} (100%) rename patches/wined3d-CSMT_Main/{0053-wined3d-Don-t-call-glFinish-after-draws.patch => 0051-wined3d-Don-t-call-glFinish-after-draws.patch} (100%) rename patches/wined3d-CSMT_Main/{0054-wined3d-Shadow-device-offscreenBuffer-in-the-context.patch => 0052-wined3d-Shadow-device-offscreenBuffer-in-the-context.patch} (100%) rename patches/wined3d-CSMT_Main/{0055-wined3d-Don-t-access-the-stateblock-in-find_draw_buf.patch => 0053-wined3d-Don-t-access-the-stateblock-in-find_draw_buf.patch} (100%) rename patches/wined3d-CSMT_Main/{0056-wined3d-Pass-the-depth-stencil-to-swapchain-present.patch => 0054-wined3d-Pass-the-depth-stencil-to-swapchain-present.patch} (100%) rename patches/wined3d-CSMT_Main/{0057-wined3d-Don-t-store-viewport-pointers-in-the-command.patch => 0055-wined3d-Don-t-store-viewport-pointers-in-the-command.patch} (100%) rename patches/wined3d-CSMT_Main/{0058-wined3d-Keep-track-of-the-onscreen-depth-stencil-in-.patch => 0056-wined3d-Keep-track-of-the-onscreen-depth-stencil-in-.patch} (100%) rename patches/wined3d-CSMT_Main/{0059-wined3d-Send-base-vertex-index-updates-through-the-c.patch => 0057-wined3d-Send-base-vertex-index-updates-through-the-c.patch} (100%) rename patches/wined3d-CSMT_Main/{0060-wined3d-Send-primitive-type-updates-through-the-comm.patch => 0058-wined3d-Send-primitive-type-updates-through-the-comm.patch} (100%) rename patches/wined3d-CSMT_Main/{0061-wined3d-Send-bool-constant-updates-through-the-comma.patch => 0059-wined3d-Send-bool-constant-updates-through-the-comma.patch} (100%) rename patches/wined3d-CSMT_Main/{0062-wined3d-Send-int-constant-updates-through-the-comman.patch => 0060-wined3d-Send-int-constant-updates-through-the-comman.patch} (100%) rename patches/wined3d-CSMT_Main/{0063-wined3d-Send-light-updates-through-the-command-strea.patch => 0061-wined3d-Send-light-updates-through-the-command-strea.patch} (100%) rename patches/wined3d-CSMT_Main/{0064-wined3d-Prevent-the-command-stream-from-running-ahea.patch => 0062-wined3d-Prevent-the-command-stream-from-running-ahea.patch} (100%) rename patches/wined3d-CSMT_Main/{0065-wined3d-Wait-for-the-cs-to-finish-before-destroying-.patch => 0063-wined3d-Wait-for-the-cs-to-finish-before-destroying-.patch} (100%) rename patches/wined3d-CSMT_Main/{0066-wined3d-Run-the-cs-asynchronously.patch => 0064-wined3d-Run-the-cs-asynchronously.patch} (100%) rename patches/wined3d-CSMT_Main/{0067-wined3d-Send-blits-through-the-command-stream.patch => 0065-wined3d-Send-blits-through-the-command-stream.patch} (100%) rename patches/wined3d-CSMT_Main/{0068-wined3d-Put-update_surface-checks-back-in-place.patch => 0066-wined3d-Put-update_surface-checks-back-in-place.patch} (100%) rename patches/wined3d-CSMT_Main/{0069-wined3d-Get-rid-of-WINED3D_BUFFER_FLUSH.patch => 0067-wined3d-Get-rid-of-WINED3D_BUFFER_FLUSH.patch} (100%) rename patches/wined3d-CSMT_Main/{0070-wined3d-Don-t-force-strict-draw-ordering-for-multith.patch => 0068-wined3d-Don-t-force-strict-draw-ordering-for-multith.patch} (100%) rename patches/wined3d-CSMT_Main/{0071-wined3d-Send-render-target-view-clears-through-the-c.patch => 0069-wined3d-Send-render-target-view-clears-through-the-c.patch} (100%) rename patches/wined3d-CSMT_Main/{0072-wined3d-Wait-for-the-CS-in-GetDC.patch => 0070-wined3d-Wait-for-the-CS-in-GetDC.patch} (100%) rename patches/wined3d-CSMT_Main/{0073-wined3d-send-resource-maps-through-the-command-strea.patch => 0071-wined3d-send-resource-maps-through-the-command-strea.patch} (100%) rename patches/wined3d-CSMT_Main/{0074-wined3d-Get-rid-of-the-end_scene-flush-and-finish.patch => 0072-wined3d-Get-rid-of-the-end_scene-flush-and-finish.patch} (100%) rename patches/wined3d-CSMT_Main/{0075-wined3d-Replace-the-linked-lists-with-a-ringbuffer.patch => 0073-wined3d-Replace-the-linked-lists-with-a-ringbuffer.patch} (100%) rename patches/wined3d-CSMT_Main/{0076-wined3d-Don-t-preload-buffers-on-unmap.patch => 0074-wined3d-Don-t-preload-buffers-on-unmap.patch} (100%) rename patches/wined3d-CSMT_Main/{0077-wined3d-Don-t-call-glFinish-before-swapping.patch => 0075-wined3d-Don-t-call-glFinish-before-swapping.patch} (100%) rename patches/wined3d-CSMT_Main/{0078-wined3d-wined3d_-_query_issue-never-fails.patch => 0076-wined3d-wined3d_-_query_issue-never-fails.patch} (100%) rename patches/wined3d-CSMT_Main/{0079-wined3d-Add-query-support-to-the-command-stream.patch => 0077-wined3d-Add-query-support-to-the-command-stream.patch} (100%) rename patches/wined3d-CSMT_Main/{0080-wined3d-Check-our-CS-state-to-find-out-if-a-query-is.patch => 0078-wined3d-Check-our-CS-state-to-find-out-if-a-query-is.patch} (100%) rename patches/wined3d-CSMT_Main/{0081-wined3d-Poll-queries-automatically-in-the-CS.patch => 0079-wined3d-Poll-queries-automatically-in-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0082-wined3d-Introduce-a-separate-queue-for-priority-comm.patch => 0080-wined3d-Introduce-a-separate-queue-for-priority-comm.patch} (100%) rename patches/wined3d-CSMT_Main/{0083-wined3d-Destroy-queries-through-the-CS.patch => 0081-wined3d-Destroy-queries-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0084-wined3d-Separate-main-and-worker-thread-query-state.patch => 0082-wined3d-Separate-main-and-worker-thread-query-state.patch} (100%) rename patches/wined3d-CSMT_Main/{0085-wined3d-Don-t-poll-queries-that-failed-to-start.patch => 0083-wined3d-Don-t-poll-queries-that-failed-to-start.patch} (100%) rename patches/wined3d-CSMT_Main/{0086-wined3d-Remove-restated-queries-from-the-poll-list.patch => 0084-wined3d-Remove-restated-queries-from-the-poll-list.patch} (100%) rename patches/wined3d-CSMT_Main/{0087-wined3d-Don-t-reset-the-query-state-if-it-doesn-t-ha.patch => 0085-wined3d-Don-t-reset-the-query-state-if-it-doesn-t-ha.patch} (100%) rename patches/wined3d-CSMT_Main/{0088-wined3d-Put-this-into-the-query-poll-patch.patch => 0086-wined3d-Put-this-into-the-query-poll-patch.patch} (100%) rename patches/wined3d-CSMT_Main/{0089-wined3d-Send-update_surface-commands-through-the-CS.patch => 0087-wined3d-Send-update_surface-commands-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0090-wined3d-Send-texture-preloads-through-the-CS.patch => 0088-wined3d-Send-texture-preloads-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0091-wined3d-Send-surface-preloads-through-the-CS.patch => 0089-wined3d-Send-surface-preloads-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0092-wined3d-Send-update_texture-calls-through-the-CS.patch => 0090-wined3d-Send-update_texture-calls-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0093-wined3d-Get-rid-of-the-surface_upload_data-glFinish.patch => 0091-wined3d-Get-rid-of-the-surface_upload_data-glFinish.patch} (100%) rename patches/wined3d-CSMT_Main/{0094-wined3d-Don-t-lock-the-src-volume-in-device_update_v.patch => 0092-wined3d-Don-t-lock-the-src-volume-in-device_update_v.patch} (100%) rename patches/wined3d-CSMT_Main/{0095-wined3d-Handle-evit_managed_resources-through-the-CS.patch => 0093-wined3d-Handle-evit_managed_resources-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0096-wined3d-Introduce-resource-fencing.patch => 0094-wined3d-Introduce-resource-fencing.patch} (100%) rename patches/wined3d-CSMT_Main/{0097-wined3d-Fence-update_texture-and-update_surface-call.patch => 0095-wined3d-Fence-update_texture-and-update_surface-call.patch} (100%) rename patches/wined3d-CSMT_Main/{0098-wined3d-Dirtify-resources-on-unmap.patch => 0096-wined3d-Dirtify-resources-on-unmap.patch} (100%) rename patches/wined3d-CSMT_Main/{0099-wined3d-Fence-texture-reads-in-draws.patch => 0097-wined3d-Fence-texture-reads-in-draws.patch} (100%) rename patches/wined3d-CSMT_Main/{0100-wined3d-Fence-render-targets-and-depth-stencils.patch => 0098-wined3d-Fence-render-targets-and-depth-stencils.patch} (100%) rename patches/wined3d-CSMT_Main/{0101-wined3d-Fence-blit-operations.patch => 0099-wined3d-Fence-blit-operations.patch} (100%) rename patches/wined3d-CSMT_Main/{0102-wined3d-Fence-color_fill-operations.patch => 0100-wined3d-Fence-color_fill-operations.patch} (100%) rename patches/wined3d-CSMT_Main/{0103-wined3d-Fence-clear-calls.patch => 0101-wined3d-Fence-clear-calls.patch} (100%) rename patches/wined3d-CSMT_Main/{0104-wined3d-Fence-present-calls.patch => 0102-wined3d-Fence-present-calls.patch} (100%) rename patches/wined3d-CSMT_Main/{0105-wined3d-Make-resource-maps-and-unmaps-a-priority-com.patch => 0103-wined3d-Make-resource-maps-and-unmaps-a-priority-com.patch} (100%) rename patches/wined3d-CSMT_Main/{0106-wined3d-Dirtify-changed-textures-through-the-command.patch => 0104-wined3d-Dirtify-changed-textures-through-the-command.patch} (100%) rename patches/wined3d-CSMT_Main/{0107-wined3d-Wrap-GL-BOs-in-a-structure.patch => 0105-wined3d-Wrap-GL-BOs-in-a-structure.patch} (100%) rename patches/wined3d-CSMT_Main/{0108-wined3d-Separate-resource-map-and-draw-buffers.patch => 0106-wined3d-Separate-resource-map-and-draw-buffers.patch} (100%) rename patches/wined3d-CSMT_Main/{0109-wined3d-Implement-DISCARD-resource-maps-with-buffers.patch => 0107-wined3d-Implement-DISCARD-resource-maps-with-buffers.patch} (100%) rename patches/wined3d-CSMT_Main/{0110-wined3d-Implement-DISCARD-resource-maps-with-heap-me.patch => 0108-wined3d-Implement-DISCARD-resource-maps-with-heap-me.patch} (100%) rename patches/wined3d-CSMT_Main/{0111-wined3d-Unset-some-objects-in-state_init_default.patch => 0109-wined3d-Unset-some-objects-in-state_init_default.patch} (100%) rename patches/wined3d-CSMT_Main/{0112-wined3d-Don-t-request-the-frontbuffer-to-create-dumm.patch => 0110-wined3d-Don-t-request-the-frontbuffer-to-create-dumm.patch} (100%) rename patches/wined3d-CSMT_Main/{0113-wined3d-Use-double-buffered-buffers-for-multithreade.patch => 0111-wined3d-Use-double-buffered-buffers-for-multithreade.patch} (100%) rename patches/wined3d-CSMT_Main/{0114-wined3d-Don-t-synchronize-NOOVERWRITE-buffer-maps.patch => 0112-wined3d-Don-t-synchronize-NOOVERWRITE-buffer-maps.patch} (100%) rename patches/wined3d-CSMT_Main/{0115-wined3d-Separate-buffer-map-write-and-draw-read-memo.patch => 0113-wined3d-Separate-buffer-map-write-and-draw-read-memo.patch} (100%) rename patches/wined3d-CSMT_Main/{0116-wined3d-Accelerate-DISCARD-buffer-maps.patch => 0114-wined3d-Accelerate-DISCARD-buffer-maps.patch} (100%) rename patches/wined3d-CSMT_Main/{0117-wined3d-Accelerate-READONLY-buffer-maps.patch => 0115-wined3d-Accelerate-READONLY-buffer-maps.patch} (100%) rename patches/wined3d-CSMT_Main/{0118-wined3d-Access-the-buffer-dirty-areas-through-the-CS.patch => 0116-wined3d-Access-the-buffer-dirty-areas-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0119-wined3d-Ignore-buffer-resource.map_count-in-the-CS.patch => 0117-wined3d-Ignore-buffer-resource.map_count-in-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0120-wined3d-Send-buffer-preloads-through-the-CS.patch => 0118-wined3d-Send-buffer-preloads-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0121-wined3d-Use-glBufferSubData-instead-of-glMapBufferRa.patch => 0119-wined3d-Use-glBufferSubData-instead-of-glMapBufferRa.patch} (100%) rename patches/wined3d-CSMT_Main/{0122-wined3d-Separate-GL-buffer-discard-control-from-igno.patch => 0120-wined3d-Separate-GL-buffer-discard-control-from-igno.patch} (100%) rename patches/wined3d-CSMT_Main/{0123-wined3d-Create-buffers-before-mapping-them.patch => 0121-wined3d-Create-buffers-before-mapping-them.patch} (100%) rename patches/wined3d-CSMT_Main/{0124-wined3d-Destroy-views-through-the-CS.patch => 0122-wined3d-Destroy-views-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0125-wined3d-Remove-another-glFinish.patch => 0123-wined3d-Remove-another-glFinish.patch} (100%) rename patches/wined3d-CSMT_Main/{0126-wined3d-Destroy-vertex-declarations-through-the-CS.patch => 0124-wined3d-Destroy-vertex-declarations-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0127-wined3d-Destroy-shaders-through-the-CS.patch => 0125-wined3d-Destroy-shaders-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0128-wined3d-Create-VBOs-through-the-command-stream.patch => 0126-wined3d-Create-VBOs-through-the-command-stream.patch} (100%) rename patches/wined3d-CSMT_Main/{0129-wined3d-Clean-up-resource-data-through-the-CS.patch => 0127-wined3d-Clean-up-resource-data-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0130-wined3d-Clean-up-buffer-resource-data-through-the-CS.patch => 0128-wined3d-Clean-up-buffer-resource-data-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0131-wined3d-Clean-up-volume-resource-data-through-the-CS.patch => 0129-wined3d-Clean-up-volume-resource-data-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0132-wined3d-Clean-up-surfaces-through-the-cs.patch => 0130-wined3d-Clean-up-surfaces-through-the-cs.patch} (100%) rename patches/wined3d-CSMT_Main/{0133-wined3d-Clean-up-texture-resources-through-the-cs.patch => 0131-wined3d-Clean-up-texture-resources-through-the-cs.patch} (100%) rename patches/wined3d-CSMT_Main/{0134-wined3d-Unload-resources-through-the-CS-in-uninit_3d.patch => 0132-wined3d-Unload-resources-through-the-CS-in-uninit_3d.patch} (100%) rename patches/wined3d-CSMT_Main/{0135-wined3d-Unload-resources-through-the-CS-in-device_re.patch => 0133-wined3d-Unload-resources-through-the-CS-in-device_re.patch} (100%) rename patches/wined3d-CSMT_Main/{0136-wined3d-Don-t-glFinish-after-a-depth-buffer-blit.patch => 0134-wined3d-Don-t-glFinish-after-a-depth-buffer-blit.patch} (100%) rename patches/wined3d-CSMT_Main/{0137-wined3d-Remove-software-cursor-support.patch => 0135-wined3d-Remove-software-cursor-support.patch} (100%) rename patches/wined3d-CSMT_Main/{0138-wined3d-Create-dummy-textures-through-the-CS.patch => 0136-wined3d-Create-dummy-textures-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0139-wined3d-Create-the-initial-context-through-the-CS.patch => 0137-wined3d-Create-the-initial-context-through-the-CS.patch} (100%) rename patches/wined3d-CSMT_Main/{0140-wined3d-Recreate-ctx-and-dummy-textures-through-the-.patch => 0138-wined3d-Recreate-ctx-and-dummy-textures-through-the-.patch} (100%) rename patches/wined3d-CSMT_Main/{0141-wined3d-Ignore-WINED3D_MAP_NO_DIRTY_UPDATE-in-resour.patch => 0139-wined3d-Ignore-WINED3D_MAP_NO_DIRTY_UPDATE-in-resour.patch} (100%) rename patches/wined3d-CSMT_Main/{0142-wined3d-Delete-GL-contexts-through-the-CS-in-reset.patch => 0140-wined3d-Delete-GL-contexts-through-the-CS-in-reset.patch} (100%) rename patches/wined3d-CSMT_Main/{0143-wined3d-Delete-GL-contexts-through-the-CS-in-uninit_.patch => 0141-wined3d-Delete-GL-contexts-through-the-CS-in-uninit_.patch} (100%) rename patches/wined3d-CSMT_Main/{0144-wined3d-Invoke-surface_unload-through-the-CS-in-wine.patch => 0142-wined3d-Invoke-surface_unload-through-the-CS-in-wine.patch} (100%) rename patches/wined3d-CSMT_Main/{0145-wined3d-Use-an-event-to-block-the-worker-thread-when.patch => 0143-wined3d-Use-an-event-to-block-the-worker-thread-when.patch} (100%) rename patches/wined3d-CSMT_Main/{0146-wined3d-Fence-preload-operations.patch => 0144-wined3d-Fence-preload-operations.patch} (100%) rename patches/wined3d-CSMT_Main/{0147-d3d8-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch => 0145-d3d8-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch} (100%) rename patches/wined3d-CSMT_Main/{0148-d3d9-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch => 0146-d3d9-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch} (100%) rename patches/wined3d-CSMT_Main/{0149-wined3d-Completely-reset-the-state-on-reset.patch => 0147-wined3d-Completely-reset-the-state-on-reset.patch} (100%) rename patches/wined3d-CSMT_Main/{0150-wined3d-Send-getdc-and-releasedc-through-the-command.patch => 0148-wined3d-Send-getdc-and-releasedc-through-the-command.patch} (100%) rename patches/wined3d-CSMT_Main/{0151-wined3d-Set-map_heap_memory-NULL-when-allocating-a-P.patch => 0149-wined3d-Set-map_heap_memory-NULL-when-allocating-a-P.patch} (100%) rename patches/wined3d-CSMT_Main/{0152-wined3d-Wait-only-for-the-buffer-to-be-idle.patch => 0150-wined3d-Wait-only-for-the-buffer-to-be-idle.patch} (100%) rename patches/wined3d-CSMT_Main/{0153-wined3d-Add-a-comment-about-worker-thread-lag.patch => 0151-wined3d-Add-a-comment-about-worker-thread-lag.patch} (100%) rename patches/wined3d-CSMT_Main/{0154-wined3d-Remove-the-texture-destroy-glFinish.patch => 0152-wined3d-Remove-the-texture-destroy-glFinish.patch} (100%) rename patches/wined3d-CSMT_Main/{0155-wined3d-Move-FBO-destruction-into-the-worker-thread.patch => 0153-wined3d-Move-FBO-destruction-into-the-worker-thread.patch} (100%) rename patches/wined3d-CSMT_Main/{0156-wined3d-Don-t-incref-decref-textures-in-color-depth-.patch => 0154-wined3d-Don-t-incref-decref-textures-in-color-depth-.patch} (100%) rename patches/wined3d-CSMT_Main/{0157-Winex11-complain-about-glfinish.patch => 0155-Winex11-complain-about-glfinish.patch} (100%) rename patches/wined3d-CSMT_Main/{0158-wined3d-Make-sure-the-new-window-is-set-up-before-se.patch => 0156-wined3d-Make-sure-the-new-window-is-set-up-before-se.patch} (100%) rename patches/wined3d-CSMT_Main/{0159-wined3d-Remove-the-device_reset-CS-sync-fixme.patch => 0157-wined3d-Remove-the-device_reset-CS-sync-fixme.patch} (100%) rename patches/wined3d-CSMT_Main/{0160-wined3d-Put-GL_APPLE_flush_buffer_range-syncing-back.patch => 0158-wined3d-Put-GL_APPLE_flush_buffer_range-syncing-back.patch} (100%) rename patches/wined3d-CSMT_Main/{0161-wined3d-Wait-for-the-resource-to-be-idle-when-destro.patch => 0159-wined3d-Wait-for-the-resource-to-be-idle-when-destro.patch} (100%) rename patches/wined3d-CSMT_Main/{0162-wined3d-Don-t-sync-on-redundant-discard-calls.patch => 0160-wined3d-Don-t-sync-on-redundant-discard-calls.patch} (100%) rename patches/wined3d-CSMT_Main/{0163-wined3d-Don-t-discard-new-buffers.patch => 0161-wined3d-Don-t-discard-new-buffers.patch} (100%) rename patches/wined3d-CSMT_Main/{0164-wined3d-Don-t-try-to-sync-VBOs-manually-on-OSX-with-.patch => 0162-wined3d-Don-t-try-to-sync-VBOs-manually-on-OSX-with-.patch} (100%) rename patches/wined3d-CSMT_Main/{0165-wined3d-Render-target-lock-hack.patch => 0163-wined3d-Render-target-lock-hack.patch} (100%) rename patches/wined3d-CSMT_Main/{0166-wined3d-Avoid-calling-wined3d_surface_blt-from-surfa.patch => 0164-wined3d-Avoid-calling-wined3d_surface_blt-from-surfa.patch} (100%) rename patches/wined3d-CSMT_Main/{0167-wined3d-Only-discard-buffers-that-are-in-use.patch => 0165-wined3d-Only-discard-buffers-that-are-in-use.patch} (100%) rename patches/wined3d-CSMT_Main/{0168-wined3d-Destroy-samplers-through-the-command-stream.patch => 0166-wined3d-Destroy-samplers-through-the-command-stream.patch} (100%) rename patches/wined3d-CSMT_Main/{0169-wined3d-Hack-to-reject-unsupported-color-fills.patch => 0167-wined3d-Hack-to-reject-unsupported-color-fills.patch} (100%) rename patches/wined3d-CSMT_Main/{0170-wined3d-Alloc-the-buffer-map-array-before-mapping-th.patch => 0168-wined3d-Alloc-the-buffer-map-array-before-mapping-th.patch} (100%) rename patches/wined3d-CSMT_Main/{0171-wined3d-Send-update_sub_resource-calls-through-the-c.patch => 0169-wined3d-Send-update_sub_resource-calls-through-the-c.patch} (100%) diff --git a/patches/patchinstall.sh b/patches/patchinstall.sh index 0009c0a6..d5a4b66e 100755 --- a/patches/patchinstall.sh +++ b/patches/patchinstall.sh @@ -6080,151 +6080,151 @@ if test "$enable_wined3d_CSMT_Main" -eq 1; then patch_apply wined3d-CSMT_Main/0022-wined3d-Discard-implicit-surfaces-on-unload.patch patch_apply wined3d-CSMT_Main/0023-wined3d-Don-t-try-to-flip-sysmem-copies-in-swapchain.patch patch_apply wined3d-CSMT_Main/0024-wined3d-Discard-the-backbuffer-in-discard-presents.patch - patch_apply wined3d-CSMT_Main/0026-wined3d-Introduce-a-function-to-retrieve-resource-me.patch - patch_apply wined3d-CSMT_Main/0027-wined3d-Make-surface_ops-unmap-specific-for-front-bu.patch - patch_apply wined3d-CSMT_Main/0028-wined3d-Move-check_block_align-to-resource.c.patch - patch_apply wined3d-CSMT_Main/0029-wined3d-Replace-surface-alloc-functions-with-resourc.patch - patch_apply wined3d-CSMT_Main/0030-wined3d-Don-t-delete-the-buffer-in-surface_cleanup.patch - patch_apply wined3d-CSMT_Main/0031-wined3d-Use-resource-facilities-to-destroy-PBOs.patch - patch_apply wined3d-CSMT_Main/0032-wined3d-Move-simple-location-copying-to-the-resource.patch - patch_apply wined3d-CSMT_Main/0033-wined3d-Move-most-of-volume_map-to-resource.c.patch - patch_apply wined3d-CSMT_Main/0034-wined3d-Use-resource_map-for-surface_map.patch - patch_apply wined3d-CSMT_Main/0036-wined3d-Don-t-call-the-public-map-function-in-surfac.patch - patch_apply wined3d-CSMT_Main/0037-wined3d-Don-t-call-the-public-map-function-in-surfac.patch - patch_apply wined3d-CSMT_Main/0038-wined3d-Move-the-framebuffer-into-wined3d_state.patch - patch_apply wined3d-CSMT_Main/0039-wined3d-Get-rid-of-state-access-in-shader_generate_g.patch - patch_apply wined3d-CSMT_Main/0040-wined3d-Preload-buffers-if-streamsrc-is-not-dirty.patch - patch_apply wined3d-CSMT_Main/0041-wined3d-Hackily-introduce-a-multithreaded-command-st.patch - patch_apply wined3d-CSMT_Main/0042-wined3d-Wait-for-resource-updates-to-finish-when-usi.patch - patch_apply wined3d-CSMT_Main/0043-wined3d-Don-t-store-pointers-in-struct-wined3d_cs_pr.patch - patch_apply wined3d-CSMT_Main/0044-wined3d-Don-t-put-rectangle-pointers-into-wined3d_cs.patch - patch_apply wined3d-CSMT_Main/0045-wined3d-Store-the-color-in-clear-ops-instead-of-a-po.patch - patch_apply wined3d-CSMT_Main/0046-wined3d-Pass-the-state-to-draw_primitive.patch - patch_apply wined3d-CSMT_Main/0047-wined3d-Wait-for-the-cs-before-destroying-objects.patch - patch_apply wined3d-CSMT_Main/0048-wined3d-Give-the-cs-its-own-state.patch - patch_apply wined3d-CSMT_Main/0049-wined3d-Send-float-constant-updates-through-the-comm.patch - patch_apply wined3d-CSMT_Main/0050-wined3d-Request-a-glFinish-before-modifying-resource.patch - patch_apply wined3d-CSMT_Main/0051-wined3d-Finish-the-cs-before-changing-the-texture-lo.patch - patch_apply wined3d-CSMT_Main/0052-wined3d-Don-t-call-glFinish-after-clears.patch - patch_apply wined3d-CSMT_Main/0053-wined3d-Don-t-call-glFinish-after-draws.patch - patch_apply wined3d-CSMT_Main/0054-wined3d-Shadow-device-offscreenBuffer-in-the-context.patch - patch_apply wined3d-CSMT_Main/0055-wined3d-Don-t-access-the-stateblock-in-find_draw_buf.patch - patch_apply wined3d-CSMT_Main/0056-wined3d-Pass-the-depth-stencil-to-swapchain-present.patch - patch_apply wined3d-CSMT_Main/0057-wined3d-Don-t-store-viewport-pointers-in-the-command.patch - patch_apply wined3d-CSMT_Main/0058-wined3d-Keep-track-of-the-onscreen-depth-stencil-in-.patch - patch_apply wined3d-CSMT_Main/0059-wined3d-Send-base-vertex-index-updates-through-the-c.patch - patch_apply wined3d-CSMT_Main/0060-wined3d-Send-primitive-type-updates-through-the-comm.patch - patch_apply wined3d-CSMT_Main/0061-wined3d-Send-bool-constant-updates-through-the-comma.patch - patch_apply wined3d-CSMT_Main/0062-wined3d-Send-int-constant-updates-through-the-comman.patch - patch_apply wined3d-CSMT_Main/0063-wined3d-Send-light-updates-through-the-command-strea.patch - patch_apply wined3d-CSMT_Main/0064-wined3d-Prevent-the-command-stream-from-running-ahea.patch - patch_apply wined3d-CSMT_Main/0065-wined3d-Wait-for-the-cs-to-finish-before-destroying-.patch - patch_apply wined3d-CSMT_Main/0066-wined3d-Run-the-cs-asynchronously.patch - patch_apply wined3d-CSMT_Main/0067-wined3d-Send-blits-through-the-command-stream.patch - patch_apply wined3d-CSMT_Main/0068-wined3d-Put-update_surface-checks-back-in-place.patch - patch_apply wined3d-CSMT_Main/0069-wined3d-Get-rid-of-WINED3D_BUFFER_FLUSH.patch - patch_apply wined3d-CSMT_Main/0070-wined3d-Don-t-force-strict-draw-ordering-for-multith.patch - patch_apply wined3d-CSMT_Main/0071-wined3d-Send-render-target-view-clears-through-the-c.patch - patch_apply wined3d-CSMT_Main/0072-wined3d-Wait-for-the-CS-in-GetDC.patch - patch_apply wined3d-CSMT_Main/0073-wined3d-send-resource-maps-through-the-command-strea.patch - patch_apply wined3d-CSMT_Main/0074-wined3d-Get-rid-of-the-end_scene-flush-and-finish.patch - patch_apply wined3d-CSMT_Main/0075-wined3d-Replace-the-linked-lists-with-a-ringbuffer.patch - patch_apply wined3d-CSMT_Main/0076-wined3d-Don-t-preload-buffers-on-unmap.patch - patch_apply wined3d-CSMT_Main/0077-wined3d-Don-t-call-glFinish-before-swapping.patch - patch_apply wined3d-CSMT_Main/0078-wined3d-wined3d_-_query_issue-never-fails.patch - patch_apply wined3d-CSMT_Main/0079-wined3d-Add-query-support-to-the-command-stream.patch - patch_apply wined3d-CSMT_Main/0080-wined3d-Check-our-CS-state-to-find-out-if-a-query-is.patch - patch_apply wined3d-CSMT_Main/0081-wined3d-Poll-queries-automatically-in-the-CS.patch - patch_apply wined3d-CSMT_Main/0082-wined3d-Introduce-a-separate-queue-for-priority-comm.patch - patch_apply wined3d-CSMT_Main/0083-wined3d-Destroy-queries-through-the-CS.patch - patch_apply wined3d-CSMT_Main/0084-wined3d-Separate-main-and-worker-thread-query-state.patch - patch_apply wined3d-CSMT_Main/0085-wined3d-Don-t-poll-queries-that-failed-to-start.patch - patch_apply wined3d-CSMT_Main/0086-wined3d-Remove-restated-queries-from-the-poll-list.patch - patch_apply wined3d-CSMT_Main/0087-wined3d-Don-t-reset-the-query-state-if-it-doesn-t-ha.patch - patch_apply 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