At least for XP domain members, all EXTENDED_NAME_FORMATS apart from
NameSamCompatible return ERROR_ACCESS_DENIED. Given that the function
returns an error for all formats on non-members, just ignore
ERROR_ACCESS_DENIED as well.
Implement RpcCancelThreadEx using existing code moved into a new
function, rpc_ccancel_thread.
Implement RpcCancelThread based on RpcCancelThreadEx with timeout of 0.
This also reverts commit 2b52dd845097f16076c0185b02a003f63898dcab:
wordpad: Empty the richedit undo buffer on creation.
The reverted commit I created to fix an issue that only applied to Wine,
but it just masked the issue which was in richedit controls. The
default character format was set in two places while wordpad was
starting up, and caused wordpad to have two undo items at startup.
Trying to set the font size to a value larger than 1638
in points (yHeightCharPtsMost) using EM_SETCHARFORMAT will cause it to be
set to actually set to the maximum.
This creates an nvts version of this function, and removes the nvts
code from the original one. The nvts version is used by the nvts
pipeline implementation, the original one by the nvrc-only, atifs and
ffp one.
As long as we have the shader constants in misc, it is best to keep
all the code that affects shader constants, like bumpenvmat setting,
in there as well.
This code creates the structures and the pipeline selection, as well
as the caps filling. It does not yet move the actual code around,
since this will be a bigger task.
When a sampler is changed and unconditional NP2 textures are not
supported, the texture matrix may need adjustment. The sampler state
function checks for that, and calls the texture transform setting
function in that case. However, samplers are a misc state, and the
texture transform flags a vertex state. Thus split up the code and
move the matrix changes to the vertex side.
Since atifs is only doing the fragment pipeline replacement right now
there is no need for the shader backend structure any longer. The ffp
private data is stored in new fragment pipeline private data(which
could potentially be set to equal the shader private data if needed).