I'm working on adding all the intrinsics we haven't implemented yet. Here's sinh, cosh, and tanh.
Sinh/cosh are implemented in the same commit because they forward to the same backing function (because the identities used only differ by a plus or minus).
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v2: vkd3d-shader/hlsl: Implement tanh.
vkd3d-shader/hlsl: Implement hyperbolic sin and cos.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/740
I'm working on adding all the intrinsics we haven't implemented yet. Here's sinh, cosh, and tanh.
Sinh/cosh are implemented in the same commit because they forward to the same backing function (because the identities used only differ by a plus or minus).
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/740
See also https://bugs.winehq.org/show_bug.cgi?id=56361
This patch makes piped commands work like for example "echo os get version|wmic" or "type file.txt | wmic" where file.txt contains some commands.
(probably used by program in aforementioned bugreport)
Also support interactive mode (wine wmic.exe)
Marked for now as draft.
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v12: handle command buffer differently
https://gitlab.winehq.org/wine/wine/-/merge_requests/5402
Adds the registry key
`HKEY_CURRENT_USER\\Software\\Wine\\Wayland Driver\\unaccelerated_pointer`
witch allows raw input. This makes it easier
to calculate the same sensitivity in different games,
use sensitivity calculators, and easily change values
when changing DPI and do not depend on the compositor or OS.
For example, you want to set the sensitivity to half as much,
and sensitivity curves in libinput are more difficult
to calculate than in the games themselves.
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v6: winewayland.drv: Add unaccelerated pointer support
https://gitlab.winehq.org/wine/wine/-/merge_requests/4698
Francisco Casas (@fcasas) commented about libs/vkd3d-shader/hlsl.y:
> if (!(modifiers & HLSL_STORAGE_STATIC))
> var->storage_modifiers |= HLSL_STORAGE_UNIFORM;
>
> - if (ctx->profile->major_version < 5 && (var->storage_modifiers & HLSL_STORAGE_UNIFORM) &&
> - type_has_object_components(var->data_type, true))
> + if (ctx->profile->major_version < 5 && (var->storage_modifiers & HLSL_STORAGE_UNIFORM)
> + && var->data_type->class == HLSL_CLASS_STRUCT && type_has_object_components(var->data_type))
I think we would lose coverage for when we have an array of structs with object components.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/745#note_66419
HLSL_CLASS_OBJECT does not really have much in common, and a lot of code currently uses it assuming that all objects are resources, which is not actually true. Most users of HLSL_CLASS_OBJECT want to check for specific types, and so we can simplify code a fair amount by promoting all object "base types" to top-level classes.
This series is a first step, comprising some cleanup towards that goal.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/745