Rebase against fa6c255f8de4b28e6bdeadca8d27d226ddff48d7.

[makefiles-Disabled_Rules]
Removed patch to avoid generating Makefile for disabled rules (fixed upstream).
This commit is contained in:
Sebastian Lackner 2016-03-08 02:54:30 +01:00
parent 55ff4d4262
commit fef3ce6d9e
5 changed files with 19 additions and 465 deletions

View File

@ -1,24 +0,0 @@
From 6356a5fdb13f638ed0f2072fd12dfc6ca0e66935 Mon Sep 17 00:00:00 2001
From: Sebastian Lackner <sebastian@fds-team.de>
Date: Sun, 6 Mar 2016 06:17:31 +0100
Subject: makefiles: Do not generate Makefile for disabled rules.
---
aclocal.m4 | 1 -
1 file changed, 1 deletion(-)
diff --git a/aclocal.m4 b/aclocal.m4
index 00eeb98..36c123b 100644
--- a/aclocal.m4
+++ b/aclocal.m4
@@ -284,7 +284,6 @@ wine_fn_disabled_rules ()
{
ac_clean=$[@]
- wine_fn_append_file SUBDIRS $ac_dir
wine_fn_append_file DISABLED_SUBDIRS $ac_dir
wine_fn_append_rule \
"__clean__: $ac_dir/clean
--
2.7.1

View File

@ -1 +0,0 @@
Fixes: [40253] Avoid generating Makefiles for disabled rules

View File

@ -51,7 +51,7 @@ usage()
# Get the upstream commit sha
upstream_commit()
{
echo "10deca7caa60eed55b98a30589c61468f8454e48"
echo "fa6c255f8de4b28e6bdeadca8d27d226ddff48d7"
}
# Show version information
@ -184,7 +184,6 @@ patch_enable_all ()
enable_libs_Debug_Channel="$1"
enable_libs_Unicode_Collation="$1"
enable_makedep_PARENTSPEC="$1"
enable_makefiles_Disabled_Rules="$1"
enable_mfplat_MFTRegister="$1"
enable_mmdevapi_AEV_Stubs="$1"
enable_mmsystem_dll16_MIDIHDR_Refcount="$1"
@ -350,7 +349,6 @@ patch_enable_all ()
enable_winecfg_Unmounted_Devices="$1"
enable_wined3d_Accounting="$1"
enable_wined3d_CSMT_Helper="$1"
enable_wined3d_CSMT_Main="$1"
enable_wined3d_DXTn="$1"
enable_wined3d_Geforce_425M="$1"
enable_wined3d_MESA_GPU_Info="$1"
@ -715,9 +713,6 @@ patch_enable ()
makedep-PARENTSPEC)
enable_makedep_PARENTSPEC="$2"
;;
makefiles-Disabled_Rules)
enable_makefiles_Disabled_Rules="$2"
;;
mfplat-MFTRegister)
enable_mfplat_MFTRegister="$2"
;;
@ -1213,9 +1208,6 @@ patch_enable ()
wined3d-CSMT_Helper)
enable_wined3d_CSMT_Helper="$2"
;;
wined3d-CSMT_Main)
enable_wined3d_CSMT_Main="$2"
;;
wined3d-DXTn)
enable_wined3d_DXTn="$2"
;;
@ -1955,13 +1947,6 @@ if test "$enable_wpcap_Dynamic_Linking" -eq 1; then
enable_wpcap_Several_Fixes=1
fi
if test "$enable_wined3d_CSMT_Main" -eq 1; then
if test "$enable_wined3d_CSMT_Helper" -gt 1; then
abort "Patchset wined3d-CSMT_Helper disabled, but wined3d-CSMT_Main depends on that."
fi
enable_wined3d_CSMT_Helper=1
fi
if test "$enable_wined3d_MESA_GPU_Info" -eq 1; then
if test "$enable_wined3d_Accounting" -gt 1; then
abort "Patchset wined3d-Accounting disabled, but wined3d-MESA_GPU_Info depends on that."
@ -4343,21 +4328,6 @@ if test "$enable_makedep_PARENTSPEC" -eq 1; then
) >> "$patchlist"
fi
# Patchset makefiles-Disabled_Rules
# |
# | This patchset fixes the following Wine bugs:
# | * [#40253] Avoid generating Makefiles for disabled rules
# |
# | Modified files:
# | * aclocal.m4
# |
if test "$enable_makefiles_Disabled_Rules" -eq 1; then
patch_apply makefiles-Disabled_Rules/0001-makefiles-Do-not-generate-Makefile-for-disabled-rule.patch
(
echo '+ { "Sebastian Lackner", "makefiles: Do not generate Makefile for disabled rules.", 1 },';
) >> "$patchlist"
fi
# Patchset mfplat-MFTRegister
# |
# | This patchset fixes the following Wine bugs:
@ -7054,403 +7024,6 @@ if test "$enable_wined3d_Silence_FIXMEs" -eq 1; then
) >> "$patchlist"
fi
# Patchset wined3d-CSMT_Main
# |
# | This patchset has the following (direct or indirect) dependencies:
# | * makedep-PARENTSPEC, ntdll-DllOverrides_WOW64, ntdll-Loader_Machine_Type, ntdll-DllRedirects, wined3d-DXTn, wined3d-
# | resource_map, wined3d-CSMT_Helper
# |
# | This patchset fixes the following Wine bugs:
# | * [#11674] Support for CSMT (command stream) to increase graphic performance
# |
# | Modified files:
# | * dlls/d3d8/tests/visual.c, dlls/d3d9/tests/visual.c, dlls/wined3d/arb_program_shader.c, dlls/wined3d/buffer.c,
# | dlls/wined3d/context.c, dlls/wined3d/cs.c, dlls/wined3d/device.c, dlls/wined3d/directx.c, dlls/wined3d/drawprim.c,
# | dlls/wined3d/glsl_shader.c, dlls/wined3d/query.c, dlls/wined3d/resource.c, dlls/wined3d/sampler.c,
# | dlls/wined3d/shader.c, dlls/wined3d/state.c, dlls/wined3d/stateblock.c, dlls/wined3d/surface.c,
# | dlls/wined3d/swapchain.c, dlls/wined3d/texture.c, dlls/wined3d/utils.c, dlls/wined3d/vertexdeclaration.c,
# | dlls/wined3d/view.c, dlls/wined3d/volume.c, dlls/wined3d/wined3d_main.c, dlls/wined3d/wined3d_private.h,
# | dlls/winex11.drv/opengl.c
# |
if test "$enable_wined3d_CSMT_Main" -eq 1; then
patch_apply wined3d-CSMT_Main/0001-Revert-wined3d-Call-wined3d_texture_set_dirty-in-win.patch
patch_apply wined3d-CSMT_Main/0002-Revert-wined3d-Merge-surface_remove_pbo-and-wined3d_.patch
patch_apply wined3d-CSMT_Main/0003-Revert-wined3d-Merge-surface_prepare_buffer-and-wine.patch
patch_apply wined3d-CSMT_Main/0004-Revert-wined3d-Cleanup-sub-resource-buffer-objects-i.patch
patch_apply wined3d-CSMT_Main/0005-Revert-wined3d-Store-surface-volume-buffer-objects-i.patch
patch_apply wined3d-CSMT_Main/0006-Revert-wined3d-Avoid-volume_from_resource-in-texture.patch
patch_apply wined3d-CSMT_Main/0007-Revert-wined3d-Avoid-surface_from_resource-in-swapch.patch
patch_apply wined3d-CSMT_Main/0008-Revert-wined3d-Avoid-surface_from_resource-in-textur.patch
patch_apply wined3d-CSMT_Main/0009-Revert-wined3d-Avoid-surface_from_resource-in-wined3.patch
patch_apply wined3d-CSMT_Main/0010-Revert-wined3d-Use-a-single-allocation-for-texture-s.patch
patch_apply wined3d-CSMT_Main/0011-Revert-wined3d-Get-rid-of-wined3d_surface_ops.surfac.patch
patch_apply wined3d-CSMT_Main/0012-Revert-wined3d-Keep-track-of-front-buffer-updates-in.patch
patch_apply wined3d-CSMT_Main/0013-Revert-wined3d-Get-rid-of-the-offscreenBuffer-field-.patch
patch_apply wined3d-CSMT_Main/0014-Revert-wined3d-Introduce-wined3d_texture_check_block.patch
patch_apply wined3d-CSMT_Main/0015-Revert-wined3d-Introduce-wined3d_texture_get_pitch.patch
patch_apply wined3d-CSMT_Main/0016-Revert-wined3d-Use-wined3d_format_calculate_pitch-in.patch
patch_apply wined3d-CSMT_Main/0017-Revert-wined3d-Handle-slice-pitch-and-alignment-as-w.patch
patch_apply wined3d-CSMT_Main/0018-Revert-wined3d-Store-custom-pitches-in-the-texture-i.patch
patch_apply wined3d-CSMT_Main/0019-Revert-wined3d-Store-the-user_memory-pointer-in-the-.patch
patch_apply wined3d-CSMT_Main/0020-wined3d-Merge-get_pitch-functions.patch
patch_apply wined3d-CSMT_Main/0021-wined3d-Pass-a-context-to-surface_load_location.patch
patch_apply wined3d-CSMT_Main/0022-wined3d-Make-surface_load_location-return-nothing.patch
patch_apply wined3d-CSMT_Main/0023-wined3d-Store-volume-locations-in-the-resource.patch
patch_apply wined3d-CSMT_Main/0024-wined3d-Move-validate_location-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0025-wined3d-Move-surface-locations-into-the-resource.patch
patch_apply wined3d-CSMT_Main/0026-wined3d-Remove-surface_validate_location.patch
patch_apply wined3d-CSMT_Main/0027-wined3d-Move-invalidate_location-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0028-wined3d-Invalidate-containers-via-callback.patch
patch_apply wined3d-CSMT_Main/0029-wined3d-Remove-surface_invalidate_location.patch
patch_apply wined3d-CSMT_Main/0030-wined3d-Move-bitmap_data-and-user_memory-into-the-re.patch
patch_apply wined3d-CSMT_Main/0031-wined3d-Move-load_location-into-the-resource.patch
patch_apply wined3d-CSMT_Main/0032-wined3d-Replace-surface_load_location-with-resource_.patch
patch_apply wined3d-CSMT_Main/0033-wined3d-Introduce-helper-functions-for-mapping-volum.patch
patch_apply wined3d-CSMT_Main/0034-wined3d-Move-volume-PBO-infrastructure-into-the-reso.patch
patch_apply wined3d-CSMT_Main/0035-wined3d-Remove-surface-pbo.patch
patch_apply wined3d-CSMT_Main/0036-wined3d-Use-resource-buffer-mapping-facilities-in-su.patch
patch_apply wined3d-CSMT_Main/0037-wined3d-Move-buffer-creation-into-the-resource.patch
patch_apply wined3d-CSMT_Main/0038-wined3d-Handle-WINED3D_LOCATION_DISCARDED-in-surface.patch
patch_apply wined3d-CSMT_Main/0039-wined3d-Handle-LOCATION_DISCARDED-in-surface_load_dr.patch
patch_apply wined3d-CSMT_Main/0040-wined3d-Handle-WINED3D_LOCATION_DISCARDED-for-sysmem.patch
patch_apply wined3d-CSMT_Main/0041-wined3d-Discard-implicit-surfaces-on-unload.patch
patch_apply wined3d-CSMT_Main/0042-wined3d-Don-t-try-to-flip-sysmem-copies-in-swapchain.patch
patch_apply wined3d-CSMT_Main/0043-wined3d-Discard-the-backbuffer-in-discard-presents.patch
patch_apply wined3d-CSMT_Main/0044-wined3d-Introduce-a-function-to-retrieve-resource-me.patch
patch_apply wined3d-CSMT_Main/0045-wined3d-Make-surface_ops-unmap-specific-for-front-bu.patch
patch_apply wined3d-CSMT_Main/0046-wined3d-Move-check_block_align-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0047-wined3d-Replace-surface-alloc-functions-with-resourc.patch
patch_apply wined3d-CSMT_Main/0048-wined3d-Don-t-delete-the-buffer-in-surface_cleanup.patch
patch_apply wined3d-CSMT_Main/0049-wined3d-Use-resource-facilities-to-destroy-PBOs.patch
patch_apply wined3d-CSMT_Main/0050-wined3d-Move-simple-location-copying-to-the-resource.patch
patch_apply wined3d-CSMT_Main/0051-wined3d-Move-most-of-volume_map-to-resource.c.patch
patch_apply wined3d-CSMT_Main/0052-wined3d-Use-resource_map-for-surface_map.patch
patch_apply wined3d-CSMT_Main/0053-wined3d-Don-t-call-the-public-map-function-in-surfac.patch
patch_apply wined3d-CSMT_Main/0054-wined3d-Don-t-call-the-public-map-function-in-surfac.patch
patch_apply wined3d-CSMT_Main/0055-wined3d-Move-the-framebuffer-into-wined3d_state.patch
patch_apply wined3d-CSMT_Main/0056-wined3d-Get-rid-of-state-access-in-shader_generate_g.patch
patch_apply wined3d-CSMT_Main/0057-wined3d-Preload-buffers-if-streamsrc-is-not-dirty.patch
patch_apply wined3d-CSMT_Main/0058-wined3d-Hackily-introduce-a-multithreaded-command-st.patch
patch_apply wined3d-CSMT_Main/0059-wined3d-Wait-for-resource-updates-to-finish-when-usi.patch
patch_apply wined3d-CSMT_Main/0060-wined3d-Don-t-store-pointers-in-struct-wined3d_cs_pr.patch
patch_apply wined3d-CSMT_Main/0061-wined3d-Don-t-put-rectangle-pointers-into-wined3d_cs.patch
patch_apply wined3d-CSMT_Main/0062-wined3d-Store-the-color-in-clear-ops-instead-of-a-po.patch
patch_apply wined3d-CSMT_Main/0063-wined3d-Pass-the-state-to-draw_primitive.patch
patch_apply wined3d-CSMT_Main/0064-wined3d-Wait-for-the-cs-before-destroying-objects.patch
patch_apply wined3d-CSMT_Main/0065-wined3d-Give-the-cs-its-own-state.patch
patch_apply wined3d-CSMT_Main/0066-wined3d-Send-float-constant-updates-through-the-comm.patch
patch_apply wined3d-CSMT_Main/0067-wined3d-Request-a-glFinish-before-modifying-resource.patch
patch_apply wined3d-CSMT_Main/0068-wined3d-Finish-the-cs-before-changing-the-texture-lo.patch
patch_apply wined3d-CSMT_Main/0069-wined3d-Don-t-call-glFinish-after-clears.patch
patch_apply wined3d-CSMT_Main/0070-wined3d-Don-t-call-glFinish-after-draws.patch
patch_apply wined3d-CSMT_Main/0071-wined3d-Shadow-device-offscreenBuffer-in-the-context.patch
patch_apply wined3d-CSMT_Main/0072-wined3d-Don-t-access-the-stateblock-in-find_draw_buf.patch
patch_apply wined3d-CSMT_Main/0073-wined3d-Pass-the-depth-stencil-to-swapchain-present.patch
patch_apply wined3d-CSMT_Main/0074-wined3d-Don-t-store-viewport-pointers-in-the-command.patch
patch_apply wined3d-CSMT_Main/0075-wined3d-Keep-track-of-the-onscreen-depth-stencil-in-.patch
patch_apply wined3d-CSMT_Main/0076-wined3d-Send-base-vertex-index-updates-through-the-c.patch
patch_apply wined3d-CSMT_Main/0077-wined3d-Send-primitive-type-updates-through-the-comm.patch
patch_apply wined3d-CSMT_Main/0078-wined3d-Send-bool-constant-updates-through-the-comma.patch
patch_apply wined3d-CSMT_Main/0079-wined3d-Send-int-constant-updates-through-the-comman.patch
patch_apply wined3d-CSMT_Main/0080-wined3d-Send-light-updates-through-the-command-strea.patch
patch_apply wined3d-CSMT_Main/0081-wined3d-Prevent-the-command-stream-from-running-ahea.patch
patch_apply wined3d-CSMT_Main/0082-wined3d-Wait-for-the-cs-to-finish-before-destroying-.patch
patch_apply wined3d-CSMT_Main/0083-wined3d-Run-the-cs-asynchronously.patch
patch_apply wined3d-CSMT_Main/0084-wined3d-Send-blits-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0085-wined3d-Get-rid-of-WINED3D_BUFFER_FLUSH.patch
patch_apply wined3d-CSMT_Main/0086-wined3d-Don-t-force-strict-draw-ordering-for-multith.patch
patch_apply wined3d-CSMT_Main/0087-wined3d-Send-render-target-view-clears-through-the-c.patch
patch_apply wined3d-CSMT_Main/0088-wined3d-Wait-for-the-CS-in-GetDC.patch
patch_apply wined3d-CSMT_Main/0089-wined3d-send-resource-maps-through-the-command-strea.patch
patch_apply wined3d-CSMT_Main/0090-wined3d-Get-rid-of-the-end_scene-flush-and-finish.patch
patch_apply wined3d-CSMT_Main/0091-wined3d-Replace-the-linked-lists-with-a-ringbuffer.patch
patch_apply wined3d-CSMT_Main/0092-wined3d-Don-t-preload-buffers-on-unmap.patch
patch_apply wined3d-CSMT_Main/0093-wined3d-Don-t-call-glFinish-before-swapping.patch
patch_apply wined3d-CSMT_Main/0094-wined3d-wined3d_-_query_issue-never-fails.patch
patch_apply wined3d-CSMT_Main/0095-wined3d-Add-query-support-to-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0096-wined3d-Check-our-CS-state-to-find-out-if-a-query-is.patch
patch_apply wined3d-CSMT_Main/0097-wined3d-Poll-queries-automatically-in-the-CS.patch
patch_apply wined3d-CSMT_Main/0098-wined3d-Introduce-a-separate-queue-for-priority-comm.patch
patch_apply wined3d-CSMT_Main/0099-wined3d-Destroy-queries-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0100-wined3d-Separate-main-and-worker-thread-query-state.patch
patch_apply wined3d-CSMT_Main/0101-wined3d-Don-t-poll-queries-that-failed-to-start.patch
patch_apply wined3d-CSMT_Main/0102-wined3d-Remove-restated-queries-from-the-poll-list.patch
patch_apply wined3d-CSMT_Main/0103-wined3d-Don-t-reset-the-query-state-if-it-doesn-t-ha.patch
patch_apply wined3d-CSMT_Main/0104-wined3d-Put-this-into-the-query-poll-patch.patch
patch_apply wined3d-CSMT_Main/0105-wined3d-Send-texture-preloads-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0106-wined3d-Send-update_texture-calls-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0107-wined3d-Get-rid-of-the-surface_upload_data-glFinish.patch
patch_apply wined3d-CSMT_Main/0108-wined3d-Don-t-lock-the-src-volume-in-device_update_v.patch
patch_apply wined3d-CSMT_Main/0109-wined3d-Handle-evit_managed_resources-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0110-wined3d-Introduce-resource-fencing.patch
patch_apply wined3d-CSMT_Main/0111-wined3d-Fence-update_texture-and-update_surface-call.patch
patch_apply wined3d-CSMT_Main/0112-wined3d-Dirtify-resources-on-unmap.patch
patch_apply wined3d-CSMT_Main/0113-wined3d-Fence-texture-reads-in-draws.patch
patch_apply wined3d-CSMT_Main/0114-wined3d-Fence-render-targets-and-depth-stencils.patch
patch_apply wined3d-CSMT_Main/0115-wined3d-Fence-blit-operations.patch
patch_apply wined3d-CSMT_Main/0116-wined3d-Fence-color_fill-operations.patch
patch_apply wined3d-CSMT_Main/0117-wined3d-Fence-clear-calls.patch
patch_apply wined3d-CSMT_Main/0118-wined3d-Fence-present-calls.patch
patch_apply wined3d-CSMT_Main/0119-wined3d-Make-resource-maps-and-unmaps-a-priority-com.patch
patch_apply wined3d-CSMT_Main/0120-wined3d-Dirtify-changed-textures-through-the-command.patch
patch_apply wined3d-CSMT_Main/0121-wined3d-Wrap-GL-BOs-in-a-structure.patch
patch_apply wined3d-CSMT_Main/0122-wined3d-Separate-resource-map-and-draw-buffers.patch
patch_apply wined3d-CSMT_Main/0123-wined3d-Implement-DISCARD-resource-maps-with-buffers.patch
patch_apply wined3d-CSMT_Main/0124-wined3d-Implement-DISCARD-resource-maps-with-heap-me.patch
patch_apply wined3d-CSMT_Main/0125-wined3d-Unset-some-objects-in-state_init_default.patch
patch_apply wined3d-CSMT_Main/0126-wined3d-Don-t-request-the-frontbuffer-to-create-dumm.patch
patch_apply wined3d-CSMT_Main/0127-wined3d-Use-double-buffered-buffers-for-multithreade.patch
patch_apply wined3d-CSMT_Main/0128-wined3d-Don-t-synchronize-NOOVERWRITE-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0129-wined3d-Separate-buffer-map-write-and-draw-read-memo.patch
patch_apply wined3d-CSMT_Main/0130-wined3d-Accelerate-DISCARD-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0131-wined3d-Accelerate-READONLY-buffer-maps.patch
patch_apply wined3d-CSMT_Main/0132-wined3d-Access-the-buffer-dirty-areas-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0133-wined3d-Ignore-buffer-resource.map_count-in-the-CS.patch
patch_apply wined3d-CSMT_Main/0134-wined3d-Send-buffer-preloads-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0135-wined3d-Use-glBufferSubData-instead-of-glMapBufferRa.patch
patch_apply wined3d-CSMT_Main/0136-wined3d-Separate-GL-buffer-discard-control-from-igno.patch
patch_apply wined3d-CSMT_Main/0137-wined3d-Create-buffers-before-mapping-them.patch
patch_apply wined3d-CSMT_Main/0138-wined3d-Destroy-views-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0139-wined3d-Remove-another-glFinish.patch
patch_apply wined3d-CSMT_Main/0140-wined3d-Destroy-vertex-declarations-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0141-wined3d-Destroy-shaders-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0142-wined3d-Create-VBOs-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0143-wined3d-Clean-up-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0144-wined3d-Clean-up-buffer-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0145-wined3d-Clean-up-volume-resource-data-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0146-wined3d-Clean-up-surfaces-through-the-cs.patch
patch_apply wined3d-CSMT_Main/0147-wined3d-Clean-up-texture-resources-through-the-cs.patch
patch_apply wined3d-CSMT_Main/0148-wined3d-Unload-resources-through-the-CS-in-uninit_3d.patch
patch_apply wined3d-CSMT_Main/0149-wined3d-Unload-resources-through-the-CS-in-device_re.patch
patch_apply wined3d-CSMT_Main/0150-wined3d-Don-t-glFinish-after-a-depth-buffer-blit.patch
patch_apply wined3d-CSMT_Main/0151-wined3d-Remove-software-cursor-support.patch
patch_apply wined3d-CSMT_Main/0152-wined3d-Create-dummy-textures-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0153-wined3d-Create-the-initial-context-through-the-CS.patch
patch_apply wined3d-CSMT_Main/0154-wined3d-Recreate-ctx-and-dummy-textures-through-the-.patch
patch_apply wined3d-CSMT_Main/0155-wined3d-Ignore-WINED3D_MAP_NO_DIRTY_UPDATE-in-resour.patch
patch_apply wined3d-CSMT_Main/0156-wined3d-Delete-GL-contexts-through-the-CS-in-reset.patch
patch_apply wined3d-CSMT_Main/0157-wined3d-Delete-GL-contexts-through-the-CS-in-uninit_.patch
patch_apply wined3d-CSMT_Main/0158-wined3d-Invoke-surface_unload-through-the-CS-in-wine.patch
patch_apply wined3d-CSMT_Main/0159-wined3d-Use-an-event-to-block-the-worker-thread-when.patch
patch_apply wined3d-CSMT_Main/0160-wined3d-Fence-preload-operations.patch
patch_apply wined3d-CSMT_Main/0161-d3d8-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch
patch_apply wined3d-CSMT_Main/0162-d3d9-tests-D3DLOCK_NO_DIRTY_UPDATE-on-managed-textur.patch
patch_apply wined3d-CSMT_Main/0163-wined3d-Completely-reset-the-state-on-reset.patch
patch_apply wined3d-CSMT_Main/0164-wined3d-Send-getdc-and-releasedc-through-the-command.patch
patch_apply wined3d-CSMT_Main/0165-wined3d-Set-map_heap_memory-NULL-when-allocating-a-P.patch
patch_apply wined3d-CSMT_Main/0166-wined3d-Wait-only-for-the-buffer-to-be-idle.patch
patch_apply wined3d-CSMT_Main/0167-wined3d-Add-a-comment-about-worker-thread-lag.patch
patch_apply wined3d-CSMT_Main/0168-wined3d-Remove-the-texture-destroy-glFinish.patch
patch_apply wined3d-CSMT_Main/0169-wined3d-Move-FBO-destruction-into-the-worker-thread.patch
patch_apply wined3d-CSMT_Main/0170-wined3d-Don-t-incref-decref-textures-in-color-depth-.patch
patch_apply wined3d-CSMT_Main/0171-Winex11-complain-about-glfinish.patch
patch_apply wined3d-CSMT_Main/0172-wined3d-Make-sure-the-new-window-is-set-up-before-se.patch
patch_apply wined3d-CSMT_Main/0173-wined3d-Remove-the-device_reset-CS-sync-fixme.patch
patch_apply wined3d-CSMT_Main/0174-wined3d-Put-GL_APPLE_flush_buffer_range-syncing-back.patch
patch_apply wined3d-CSMT_Main/0175-wined3d-Wait-for-the-resource-to-be-idle-when-destro.patch
patch_apply wined3d-CSMT_Main/0176-wined3d-Don-t-sync-on-redundant-discard-calls.patch
patch_apply wined3d-CSMT_Main/0177-wined3d-Don-t-discard-new-buffers.patch
patch_apply wined3d-CSMT_Main/0178-wined3d-Don-t-try-to-sync-VBOs-manually-on-OSX-with-.patch
patch_apply wined3d-CSMT_Main/0179-wined3d-Render-target-lock-hack.patch
patch_apply wined3d-CSMT_Main/0180-wined3d-Avoid-calling-wined3d_surface_blt-from-surfa.patch
patch_apply wined3d-CSMT_Main/0181-wined3d-Only-discard-buffers-that-are-in-use.patch
patch_apply wined3d-CSMT_Main/0182-wined3d-Destroy-samplers-through-the-command-stream.patch
patch_apply wined3d-CSMT_Main/0183-wined3d-Hack-to-reject-unsupported-color-fills.patch
patch_apply wined3d-CSMT_Main/0184-wined3d-Alloc-the-buffer-map-array-before-mapping-th.patch
patch_apply wined3d-CSMT_Main/0185-wined3d-Send-update_sub_resource-calls-through-the-c.patch
patch_apply wined3d-CSMT_Main/9998-wined3d-Enable-CSMT-by-default-print-a-winediag-mess.patch
patch_apply wined3d-CSMT_Main/9999-IfDefined.patch
(
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Call wined3d_texture_set_dirty() in wined3d_volume_invalidate_location().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Merge surface_remove_pbo() and wined3d_volume_free_pbo().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Merge surface_prepare_buffer() and wined3d_volume_prepare_pbo().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Cleanup sub-resource buffer objects in wined3d_texture_cleanup().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Store surface/volume buffer objects in the sub-resource structure.\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Avoid volume_from_resource() in texture3d_prepare_texture().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Avoid surface_from_resource() in swapchain_gl_frontbuffer_updated().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Avoid surface_from_resource() in texture2d_prepare_texture().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Avoid surface_from_resource() in wined3d_texture_update_desc().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Use a single allocation for texture sub-resource objects.\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Get rid of wined3d_surface_ops.surface_unmap().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Keep track of front buffer updates in the swapchain.\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Get rid of the offscreenBuffer field in struct wined3d_device.\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Introduce wined3d_texture_check_block_align().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Introduce wined3d_texture_get_pitch().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Use wined3d_format_calculate_pitch() in surface_download_data().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Handle slice pitch and alignment as well in wined3d_format_calculate_pitch().\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Store custom pitches in the texture instead of the surface.\".", 1 },';
echo '+ { "Sebastian Lackner", "Revert \"wined3d: Store the \"user_memory\" pointer in the texture instead of the surface.\".", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Merge get_pitch functions.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Pass a context to surface_load_location.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Make surface_load_location return nothing.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Store volume locations in the resource.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move validate_location to resource.c.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move surface locations into the resource.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Remove surface_validate_location.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move invalidate_location to resource.c.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Invalidate containers via callback.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Remove surface_invalidate_location.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move bitmap_data and user_memory into the resource.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move load_location into the resource.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Replace surface_load_location with resource_load_location.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Introduce helper functions for mapping volumes.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move volume PBO infrastructure into the resource.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Remove surface->pbo.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Use resource buffer mapping facilities in surfaces.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move buffer creation into the resource.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Handle WINED3D_LOCATION_DISCARDED in surface_load_texture.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Handle LOCATION_DISCARDED in surface_load_drawable.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Handle WINED3D_LOCATION_DISCARDED for sysmem loads.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Discard implicit surfaces on unload.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t try to flip sysmem copies in swapchain_present.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Discard the backbuffer in discard presents.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Introduce a function to retrieve resource memory.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Make surface_ops->unmap specific for front buffers.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move check_block_align to resource.c.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Replace surface alloc functions with resource ones.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t delete the buffer in surface_cleanup.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Use resource facilities to destroy PBOs.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move simple location copying to the resource.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move most of volume_map to resource.c.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Use resource_map for surface_map.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t call the public map function in surface_convert_format.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t call the public map function in surface_cpu_blt.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move the framebuffer into wined3d_state.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Get rid of state access in shader_generate_glsl_declarations.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Preload buffers if streamsrc is not dirty.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Hackily introduce a multithreaded command stream.", 1 },';
echo '+ { "Henri Verbeet", "wined3d: Wait for resource updates to finish when using the multithreaded command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t store pointers in struct wined3d_cs_present.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t put rectangle pointers into wined3d_cs_clear.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Store the color in clear ops instead of a pointer.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Pass the state to draw_primitive.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Wait for the cs before destroying objects.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Give the cs its own state.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send float constant updates through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Request a glFinish before modifying resources outside the cs.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Finish the cs before changing the texture lod.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t call glFinish after clears.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t call glFinish after draws.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Shadow device->offscreenBuffer in the context.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t access the stateblock in find_draw_buffers_mask.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Pass the depth stencil to swapchain->present.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t store viewport pointers in the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Keep track of the onscreen depth stencil in the command stream instead of the device.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send base vertex index updates through the cs.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send primitive type updates through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send bool constant updates through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send int constant updates through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send light updates through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Prevent the command stream from running ahead too far.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Wait for the cs to finish before destroying the device.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Run the cs asynchronously.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send blits through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Get rid of WINED3D_BUFFER_FLUSH.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t force strict draw ordering for multithreaded CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send render target view clears through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Wait for the CS in GetDC.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send resource maps through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Get rid of the end_scene flush and finish.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Replace the linked lists with a ringbuffer.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t preload buffers on unmap.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t call glFinish before swapping.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Wined3d_*_query_issue never fails.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Add query support to the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Check our CS state to find out if a query is done.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Poll queries automatically in the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Introduce a separate queue for priority commands.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Destroy queries through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Separate main and worker thread query state.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t poll queries that failed to start.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Remove restated queries from the poll list.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t reset the query state if it doesn'\''t have a ctx.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Put this into the query poll patch.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send texture preloads through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send update_texture calls through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Get rid of the surface_upload_data glFinish.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t lock the src volume in device_update_volume.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Handle evit_managed_resources through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Introduce resource fencing.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Fence update_texture and update_surface calls.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Dirtify resources on unmap.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Fence texture reads in draws.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Fence render targets and depth stencils.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Fence blit operations.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Fence color_fill operations.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Fence clear calls.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Fence present calls.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Make resource maps and unmaps a priority command.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Dirtify changed textures through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Wrap GL BOs in a structure.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Separate resource map and draw buffers.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Implement DISCARD resource maps with buffers.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Implement DISCARD resource maps with heap memory.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Unset some objects in state_init_default.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t request the frontbuffer to create dummy textures.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Use double-buffered buffers for multithreaded CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t synchronize NOOVERWRITE buffer maps.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Separate buffer map write and draw read memory pointers.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Accelerate DISCARD buffer maps.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Accelerate READONLY buffer maps.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Access the buffer dirty areas through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Ignore buffer->resource.map_count in the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send buffer preloads through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Use glBufferSubData instead of glMapBufferRange.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Separate GL buffer discard control from ignoring MAP_DISCARD.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Create buffers before mapping them.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Destroy views through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Remove another glFinish.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Destroy vertex declarations through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Destroy shaders through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Create VBOs through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Clean up resource data through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Clean up buffer resource data through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Clean up volume resource data through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Clean up surfaces through the cs.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Clean up texture resources through the cs.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Unload resources through the CS in uninit_3d.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Unload resources through the CS in device_reset.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t glFinish after a depth buffer blit.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Remove software cursor support.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Create dummy textures through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Create the initial context through the CS.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Recreate ctx and dummy textures through the CS after resets.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Ignore WINED3D_MAP_NO_DIRTY_UPDATE in resource_map.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Delete GL contexts through the CS in reset.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Delete GL contexts through the CS in uninit_3d.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Invoke surface_unload through the CS in wined3d_surface_update_desc.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Use an event to block the worker thread when it is idle.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Fence preload operations.", 1 },';
echo '+ { "Stefan Dösinger", "d3d8/tests: D3DLOCK_NO_DIRTY_UPDATE on managed textures is temporarily broken.", 1 },';
echo '+ { "Stefan Dösinger", "d3d9/tests: D3DLOCK_NO_DIRTY_UPDATE on managed textures is temporarily broken.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Completely reset the state on reset.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send getdc and releasedc through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Set map_heap_memory = NULL when allocating a PBO.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Wait only for the buffer to be idle.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Add a comment about worker thread lag.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Remove the texture destroy glFinish.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Move FBO destruction into the worker thread.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t incref / decref textures in color / depth fill blits.", 1 },';
echo '+ { "Stefan Dösinger", "Winex11: Complain about glfinish.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Make sure the new window is set up before setting up a context.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Remove the device_reset CS sync fixme.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Put GL_APPLE_flush_buffer_range syncing back in place.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Wait for the resource to be idle when destroying user memory surfaces.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t sync on redundant discard calls.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t discard new buffers.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Don'\''t try to sync VBOs manually on OSX with CSMT.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Render target lock hack.", 1 },';
echo '+ { "Matteo Bruni", "wined3d: Avoid calling wined3d_surface_blt() from surface_upload_from_surface().", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Only discard buffers that are in use.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Destroy samplers through the command stream.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Hack to reject unsupported color fills.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Alloc the buffer map array before mapping the buffer.", 1 },';
echo '+ { "Stefan Dösinger", "wined3d: Send update_sub_resource calls through the command stream.", 1 },';
echo '+ { "Sebastian Lackner", "wined3d: Enable CSMT by default, print a winediag message informing about this patchset.", 1 },';
echo '+ { "Wine Staging Team", "Autogenerated #ifdef patch for wined3d-CSMT_Main.", 1 },';
) >> "$patchlist"
fi
# Patchset winedevice-Fix_Relocation
# |
# | This patchset fixes the following Wine bugs:

View File

@ -5,6 +5,7 @@ Fixes: [11674] Support for CSMT (command stream) to increase graphic performance
Apply-After: dlls/wined3d/*
Depends: wined3d-CSMT_Helper
IfDefined: STAGING_CSMT
Disabled: yes
# Known issues:
# https://bugs.wine-staging.com/buglist.cgi?component=Bugs&keywords=csmt%2C%20&keywords_type=allwords&list_id=3690&query_format=advanced&resolution=---

View File

@ -1,18 +1,18 @@
From 223fb2bc4c744188440690b7a95c5a2cc0f28ef6 Mon Sep 17 00:00:00 2001
From 97f58016012d80373a0edc1fadb7b9d6a353707b Mon Sep 17 00:00:00 2001
From: Sebastian Lackner <sebastian@fds-team.de>
Date: Wed, 4 Nov 2015 02:57:56 +0100
Subject: winepulse.drv: Use a separate mainloop and ctx for
pulse_test_connect.
---
dlls/winepulse.drv/mmdevdrv.c | 57 ++++++++++++++++++++-----------------------
1 file changed, 26 insertions(+), 31 deletions(-)
dlls/winepulse.drv/mmdevdrv.c | 59 ++++++++++++++++++++-----------------------
1 file changed, 27 insertions(+), 32 deletions(-)
diff --git a/dlls/winepulse.drv/mmdevdrv.c b/dlls/winepulse.drv/mmdevdrv.c
index 24972ab..e781dbe 100644
index 1c38e58..7b1bb7c 100644
--- a/dlls/winepulse.drv/mmdevdrv.c
+++ b/dlls/winepulse.drv/mmdevdrv.c
@@ -365,7 +365,7 @@ static DWORD pulse_channel_map_to_channel_mask(const pa_channel_map *map) {
@@ -369,7 +369,7 @@ static DWORD pulse_channel_map_to_channel_mask(const pa_channel_map *map) {
return mask;
}
@ -21,7 +21,7 @@ index 24972ab..e781dbe 100644
WAVEFORMATEX *wfx = &fmt->Format;
pa_stream *stream;
pa_channel_map map;
@@ -384,7 +384,7 @@ static void pulse_probe_settings(int render, WAVEFORMATEXTENSIBLE *fmt) {
@@ -388,7 +388,7 @@ static void pulse_probe_settings(int render, WAVEFORMATEXTENSIBLE *fmt) {
attr.minreq = attr.fragsize = pa_frame_size(&ss);
attr.prebuf = 0;
@ -30,7 +30,7 @@ index 24972ab..e781dbe 100644
if (stream)
pa_stream_set_state_callback(stream, pulse_stream_state, NULL);
if (!stream)
@@ -395,7 +395,7 @@ static void pulse_probe_settings(int render, WAVEFORMATEXTENSIBLE *fmt) {
@@ -399,7 +399,7 @@ static void pulse_probe_settings(int render, WAVEFORMATEXTENSIBLE *fmt) {
else
ret = pa_stream_connect_record(stream, NULL, &attr, PA_STREAM_START_CORKED|PA_STREAM_FIX_RATE|PA_STREAM_FIX_CHANNELS|PA_STREAM_EARLY_REQUESTS);
if (ret >= 0) {
@ -39,7 +39,7 @@ index 24972ab..e781dbe 100644
pa_stream_get_state(stream) == PA_STREAM_CREATING)
{}
if (pa_stream_get_state(stream) == PA_STREAM_READY) {
@@ -406,7 +406,7 @@ static void pulse_probe_settings(int render, WAVEFORMATEXTENSIBLE *fmt) {
@@ -410,7 +410,7 @@ static void pulse_probe_settings(int render, WAVEFORMATEXTENSIBLE *fmt) {
else
length = pa_stream_get_buffer_attr(stream)->fragsize;
pa_stream_disconnect(stream);
@ -48,7 +48,7 @@ index 24972ab..e781dbe 100644
pa_stream_get_state(stream) == PA_STREAM_READY)
{}
}
@@ -524,10 +524,12 @@ static HRESULT pulse_test_connect(void)
@@ -532,10 +532,12 @@ static HRESULT pulse_test_connect(void)
WCHAR path[MAX_PATH], *name;
char *str;
pa_operation *o;
@ -63,7 +63,7 @@ index 24972ab..e781dbe 100644
GetModuleFileNameW(NULL, path, sizeof(path)/sizeof(*path));
name = strrchrW(path, '\\');
@@ -539,24 +541,23 @@ static HRESULT pulse_test_connect(void)
@@ -547,24 +549,23 @@ static HRESULT pulse_test_connect(void)
str = pa_xmalloc(len);
WideCharToMultiByte(CP_UNIXCP, 0, name, -1, str, len, NULL, NULL);
TRACE("Name: %s\n", str);
@ -96,9 +96,14 @@ index 24972ab..e781dbe 100644
if (state == PA_CONTEXT_FAILED || state == PA_CONTEXT_TERMINATED)
goto fail;
@@ -566,34 +567,28 @@ static HRESULT pulse_test_connect(void)
@@ -573,38 +574,32 @@ static HRESULT pulse_test_connect(void)
break;
}
- if (pa_context_get_state(pulse_ctx) != PA_CONTEXT_READY)
+ if (pa_context_get_state(ctx) != PA_CONTEXT_READY)
goto fail;
TRACE("Test-connected to server %s with protocol version: %i.\n",
- pa_context_get_server(pulse_ctx),
- pa_context_get_server_protocol_version(pulse_ctx));
@ -142,5 +147,5 @@ index 24972ab..e781dbe 100644
}
--
2.6.2
2.7.1