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v20: vkd3d-shader/ir: Store code block names in struct vkd3d_shader_desc.
vkd3d-shader/ir: Flatten SWITCH/CASE/DEFAULT/ENDSWITCH control flow instructions.
vkd3d-shader/ir: Flatten LOOP/BREAK/CONTINUE/ENDLOOP control flow instructions.
vkd3d-shader/ir: Flatten IF/ELSE/ENDIF control flow instructions.
vkd3d-shader/spirv: Handle RETP in spirv_compiler_handle_instruction().
vkd3d-shader/spirv: Handle DISCARD and TEXKILL in spirv_compiler_handle_instruction().
vkd3d-shader/spirv: Emit descriptor offset loads in the function entry block.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/450
Wayland has 3 types of scrolling events:
- axis. Used for e.g., touchpad 2 finger smooth scrolling
- axis_discrete. Used for mouse scroll wheels (i.e., notches)
- axis_value120. Used for high resolution input devices
Wine currently only supports axis_discrete, meaning that
2 finger scroll events get ignored.
This commit tries to add basic support for axis scrolling events,
by translating the smooth motion in scroll increments using some
primitive assumptions about line height and number of lines to scroll.
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v7: wip! winewayland.drv: Try to support smooth scroll events
https://gitlab.winehq.org/wine/wine/-/merge_requests/4809
Jinoh Kang (@iamahuman) commented about dlls/ntdll/unix/server.c:
> *
> * Read data from the reply buffer; helper for wait_reply.
> */
> -static void read_reply_data( void *buffer, size_t size )
> +static unsigned int read_reply_data( void *buffer, size_t size )
`read_reply_data` can now return failure. Shall we update its only caller, `wait_reply`, to handle it? The abandoned thread, detached from the server, is no longer forcibly aborted and thus let loose to do whatever it wants as long as it doesn't involve a server call, and in case of abnormally terminated server, a SIGQUIT might not have even arrived.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4811#note_56996