This is a change from the default behavior in macdrv for as long as it's existed, as far as I can tell. Previously, gaining a dock icon was a one-way path. However, that doesn't jive with the way taskbar entries work on Windows; if an app has no windows, it doesn't appear in the taskbar. This patch attempts to remedy cases where an app winds up with superfluous dock icons for exe's that no longer have windows (looking at you, basically every launcher and Steam).
The major concern I can see with this is that if an app closes all of its windows but does not exit, there will be no indication that it is still running. Two thoughts on that:
1. That *should* be an anomalous case, such as the app hanging on exit.
2. Effectively the same behavior would happen on Windows.
I would love to hear any other thoughts about this change. I'm open (though I would not prefer it) to defaulting the registry key to false if that would alleviate any concerns.
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v5: winemac.drv: Hide app's dock icon when it wouldn't have a taskbar item on Windows.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5188
> > Which complications would those be?
>
> ResolveSubresource(), which I think we would also need in D3D12. It can be done but do we need it?
Well, get_resource_readback_with_command_list_and_states() already handles multi-sampled readback for d3d12, so that part should be fine. It doesn't seem especially complicated to add to the d3d11 runner either?
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/734#note_67260
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v21: tests/d3d12: Test multiple clip distance inputs in test_clip_distance().
tests/d3d12: Use five clip distances for the multiple test in test_clip_distance().
vkd3d-shader/ir: Transform clip/cull outputs and patch constants into arrays.
vkd3d-shader/ir: Transform clip/cull inputs into an array.
vkd3d-shader/spirv: Support no-op signature elements.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/564
Fix to a sneaky memory leak.
* `hlsl_get_string_buffer()`/`vkd3d_string_buffer_get()` should go with `hlsl_release_string_buffer()`/`vkd3d_string_buffer_release()`.
* `vkd3d_string_buffer_init()` should go with `vkd3d_string_buffer_free()`, which only frees the internal `char *` of the string buffer.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/763
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v4: vkd3d-shader/hlsl: Avoid using HLSL_CLASS_OBJECT without checking the base type.
vkd3d-shader/hlsl: Consider any valid register reservation to invoke manual packing.
tests: Add more tests for manual packing.
vkd3d-shader/hlsl: Use hlsl_type_is_resource() for unbounded array checks.
tests: Test HLSL unbounded array syntax.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/757