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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v4: wip! winewayland.drv: Try to support smooth scroll events
https://gitlab.winehq.org/wine/wine/-/merge_requests/4809
Description:
When flags does not include DT_CALCRECT, since len is calculated in the middle,
it will be reduced to zero. Resulting in the length of the processed string that
is finally returned to zero and the non-processing string length is unchanged.
But some application taking the non-processing string length to zero as the loop
end condition.
Log:
Signed-off-by: chenjiangyi <chenjiangyi(a)uniontech.com>
Change-Id: Icc0f250f5f4faba1bee8326fc911a4fc9cd7c012
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4812
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v7: vkd3d-shader/hlsl: Allow non-numeric types in the ternary operator.
vkd3d-shader/hlsl: Separate an add_ternary() helper.
tests: Add many more tests for ternary expressions.
vkd3d-shader/hlsl: Do not try to lower ternaries of types other than scalar or vector.
vkd3d-shader/hlsl: Remove a redundant definition of the "float" type.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/463
It is inefficient to download Wine and build `widl` at each run of the `build-mac` job. And while for `widl` itself that's not a big deal, in the future I'd like to build MoltenVK on the CI, so we don't depend on the version available on the CI runner, which would make each CI run quite heavier.
So I came up with an `image` CI job that, similarly to Linux, collect together the required dependencies for running the pipeline. macOS doens't support a real Docker image, so this "image" is just a `.tar.gz` file hosted in the GitLab package registry.
There is a little problem with that: in GitLab uploading a new file in the package registry doesn't overwrite a file with the same name already available, even if the latest file is returned anyway. So the old versions basically pile up and have to be manually remove every now and then. Hopefully the environment is only seldom recreated, so the storage usage is not a concern.
As usual, pipelines for MRs that change the pipeline image itself are bound to fail. A demo pipeline is https://gitlab.winehq.org/giomasce/vkd3d/-/pipelines/20433.
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v2: ci: Prepare the macOS build environment in a dedicated CI job.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/538
Capability Geometry allows to use the Layer builtin in geometry shaders.
For vertex shaders ShaderLayer should be used, but it's only available
starting from SPIR-V 1.5. ShaderViewportIndexLayerEXT can be used instead
with extension SPV_EXT_shader_viewport_index_layer.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/546