This allows initializing locale from Mac locale identifiers like
'zh-Hans-US'. The current implementation recognizes it as 'zh-US'
which isn't a valid locale identifier for Windows.
This patch will try again with the 'lang-script' identifier after
get_win_locale() fails with the 'lang-region' identifier.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/4357
The major problem with adding true rawinput support is that there is no way suppress auto-generating rawinput events on normal motion events. We end up with the normal "accelerated" motion being translated to relative input and xinput2 clashing with that. We really just want the "unaccelerated" input and thus need to prevent a normal motion event from generating rawinput.
This patch set does two main things:
- Add plumbing to server to allow graphics driver to prevent the server from making rawinput from INPUT_MOUSE and INPUT_KEYBOARD events so a graphics driver can inject its own INPUT_HARDWARE events with impunity.
- Major refactor for x11drv xinput2 (listen for events based on focus, use raw unaccelerated values for XI_RawMotion)
I have a version of this patch that is a minimal diff to the x11drv xinput2 handler (maybe I got carried away here...), but I think it might be better to focus on the send_hardware_message() plumbing to make sure it is good for other graphics drivers.
Tested on XWayland only with MouseTester.exe (https://github.com/microe1/MouseTester/releases) and Quake Live (ported this set of patches to proton).
--
v5: x11drv: lets get raw input really working
rawinput: add trace and avoid re-processing
https://gitlab.winehq.org/wine/wine/-/merge_requests/4356
Goes atop !436 and !441. The last seven commits belong to this MR.
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v2: vkd3d-shader/spirv: Avoid redundant bool-to-bool conversions in spirv_compiler_emit_movc().
vkd3d-shader/dxil: Implement the DXIL VSELECT instruction.
tests/shader-runner: Introduce an sm6 condition for test directives.
tests/shader-runner: Add tests for 64-bit casts.
vkd3d-shader/spirv: Return an error if an invalid handler is encountered.
tests/shader-runner: Add a test for float comparisons.
vkd3d-shader/spirv: Introduce orderedness to comparison instructions.
vkd3d-shader/dxil: Implement the DXIL CMP2 instruction.
vkd3d-shader/spirv: Support bool dst register in spirv_compiler_emit_comparison_instruction().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/459
The major problem with adding true rawinput support is that there is no way suppress auto-generating rawinput events on normal motion events. We end up with the normal "accelerated" motion being translated to relative input and xinput2 clashing with that. We really just want the "unaccelerated" input and thus need to prevent a normal motion event from generating rawinput.
This patch set does two main things:
- Add plumbing to server to allow graphics driver to prevent the server from making rawinput from INPUT_MOUSE and INPUT_KEYBOARD events so a graphics driver can inject its own INPUT_HARDWARE events with impunity.
- Major refactor for x11drv xinput2 (listen for events based on focus, use raw unaccelerated values for XI_RawMotion)
I have a version of this patch that is a minimal diff to the x11drv xinput2 handler (maybe I got carried away here...), but I think it might be better to focus on the send_hardware_message() plumbing to make sure it is good for other graphics drivers.
Tested on XWayland only with MouseTester.exe (https://github.com/microe1/MouseTester/releases) and Quake Live (ported this set of patches to proton).
--
v4: x11drv: lets get raw input really working
https://gitlab.winehq.org/wine/wine/-/merge_requests/4356
Prevents applications that accidentally attempt to allocate massive amounts of memory from getting OOM killed
(An example of such an application is EverQuest's DX11 beta, which has some corrupted asset files that result in it trying to allocate ~18TB of memory)
BTW, is it okay to have a test that's likely to get OOM killed on a failing implementation? If not, any recommendations on how else to test this?
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v2: ntdll/tests: Add test for reserving massive amounts of memory.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4328
The major problem with adding true rawinput support is that there is no way suppress auto-generating rawinput events on normal motion events. We end up with the normal "accelerated" motion being translated to relative input and xinput2 clashing with that. We really just want the "unaccelerated" input and thus need to prevent a normal motion event from generating rawinput.
This patch set does two main things:
- Add plumbing to server to allow graphics driver to prevent the server from making rawinput from INPUT_MOUSE and INPUT_KEYBOARD events so a graphics driver can inject its own INPUT_HARDWARE events with impunity.
- Major refactor for x11drv xinput2 (listen for events based on focus, use raw unaccelerated values for XI_RawMotion)
I have a version of this patch that is a minimal diff to the x11drv xinput2 handler (maybe I got carried away here...), but I think it might be better to focus on the send_hardware_message() plumbing to make sure it is good for other graphics drivers.
Tested on XWayland only with MouseTester.exe (https://github.com/microe1/MouseTester/releases) and Quake Live (ported this set of patches to proton).
--
v3: x11drv: lets get raw input really working
rawinput: add trace and avoid re-processing
https://gitlab.winehq.org/wine/wine/-/merge_requests/4356