Adds the registry key
HKEY_CURRENT_USER\\Software\\Wine\\Wayland Driver\\rawinput
witch allows mouse raw input. This makes it easier
to calculate the same sensitivity in different games,
use sensitivity calculators, and easily change values
when changing mouse DPI and do not depend on the compositor or OS.
For example, you want to set the sensitivity to half as much,
but sensitivity curves in libinput are more difficult
to calculate than mouse sensitivity in the games.
Implementation of ideas written in the comments: https://gitlab.winehq.org/wine/wine/-/merge_requests/4698
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v6: winewayland.drv: Add mouse rawinput support
https://gitlab.winehq.org/wine/wine/-/merge_requests/5869
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=44863
The bug has been fixed already by moving ddraw4 vertex buffers into
system memory. Changing this value makes the game create a smaller
buffer, which makes the game fast on video memory buffers. I think we
should stay close to what Windows drivers report even though we
mitigated the original issue in a different way.
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v2: ddraw: Set dwMaxVertexCount to 2048.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5687
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v2: d3dx9: Add support for mipmap generation to D3DXCreateVolumeTextureFromFileInMemoryEx().
d3dx9: Use d3dx_image structure inside of D3DXCreateVolumeTextureFromFileInMemoryEx().
d3dx9: Cleanup texture value argument handling in D3DXCreateVolumeTextureFromFileInMemoryEx().
d3dx9: Refactor texture creation and cleanup in D3DXCreateVolumeTextureFromFileInMemoryEx().
d3dx9/tests: Add more tests for D3DXCreateVolumeTextureFromFileInMemoryEx().
d3dx9: Use shared code in D3DXLoadVolumeFromFileInMemory().
https://gitlab.winehq.org/wine/wine/-/merge_requests/5881
Fix black screen issues for Active Trader Pro and Assetto Corsa. This reverts commit 4124478b.
For Active Trader Pro, the hack ends up clearing a context that was previously drawn to to black,
possibly because multiple OpenGL contexts are involved according to Henri's investigation.
Assetto Corsa creates a D3D device for a window but doesn't actually do any rendering with it. After
ceefcca7, having an OpenGL context for a window clears its OpenGL surface to black after its view
becomes visible. The OpenGL surface is on top of other layers for the window so the window becomes
black after that. The blackness is originally from glDrawBuffer(GL_FRONT_AND_BACK), which presumably
prepares a zero-initialized OpenGL front draw buffer. This also suggests that 4124478b is no longer
necessary. I could delay the clearToBlackIfNeeded() call so it uses the behavior before ceefcca7,
but now that it seems the hack is no longer necessary and might cause more errors. CrossOver has
disabled the hack for a while and it seems fine. I think it's time to remove the hack.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5929