Parts of the rules, including the magical ones created via
make/rules-*.mk, are executed inside of the container via SHELL
override, and parts are executed on the host side.
This makes reasoning about and debugging the rules much harder than it
should be. It also requirs the users to have certain programs installed
on the host in addition to docker/podman.
With this change `make` will act as a simple pass through to inside of
the container for the most part.
One notable exception is installation which still happens the host side.
Up until now ./configure.sh was baking in the default value into the
generated Makefile. Because of it if there was a change that requires a
newer version of the SDK the compilation would fail until the next
./configure.sh invocation does the update.
This is proved to be confusing - mysterious build errors without clear
explanation.
With this change the default value is a part of Makefile.in and if user
doesn't specify --proton-sdk-image it will be always used and always up
to date.
--proton-sdk-image overrides the default and stores it in the Makefile
just like it used to.
The second grep in sequence can exit early (-q, as soon as we have one
match it exits with a success) which makes the first grep unhappy as its
write pipe is closed early, resulting in:
syncing vulkan-loader... grep: write error: Broken pipe
Let's silence those errors.
1. ElementImpl trait requires GstObjectImpl
2. gst logging macros are no longer globals prefixed with gst_, they
live inside gst:: instead
3. element is not longer passed around in many places, it can be
accessed as self.obj() or self.instance()
4. query_default is now a part of gst::Pad and takes the pad as an argument
5. some constructors were changed to use from_$type()
6. query.view_mut() returns QueryViewMut
7. ElementFactory::make now returns a builder that we have to .build()
There are some extra cleanups as well:
1. spurious 'mut' and '&' are removed, a lot of that can be infered or
were turned into a dereference by the compiler anyway
2. !bla.is_ok() are now bla.is_err()
3. some unneeded imports were removed
Those are the original repos that were later moved to freedesktop.org.
The author recently started updating them as mirrors.
Freedesktop.org goes down much more often than GitHub and we fetch
everything else from GitHub anyway.
It's better to depend on fewer hosting services to have fewer
interruptions.
Since the migration off Vagrant we no longer need to copy Proton
installation from the VM to the host. This was replaced with a `make
install` invoked using the new build system which already puts things in
the right place. This render install-internal an unnecessary no-op.
We can move everything but Liberation fonts build to the container.
Sadly those require newer version of fontforge than the one available in
the Steam RT.
There's some extra logic necessary to assure that font build triggers in
the container with the default/all targets.
This removes the requirement to have afdko and fonttools installed on
the host.
Various games using KT Engine like recent WRC and TT Isle of Man, when
run in a win10 prefix, try to load UWP/xinput1_3.dll that ships with the
games. It seems to be mostly-compatible xinput implementation built on
top of windows.gaming.input.dll.
However if we try to replace it with the builtin the game crashes
because it tries to call entry points that are not available in the
original xinput (that's the "mostly-compatible" part), so we need this
override.
Since our windows.gaming.input.dll implementation is just a stub
controllers other than steering wheels (which are handled through
dinput) do not work.
Configure will also test the container engine by trying to run the
selected SDK image.
This may make the first configure a bit slow, as it downloads the image,
but after that the SDK will be cached locally.
Debian-like distributions install AFDKO's executables into libexec and
provide an `afdko` helper to call them.
Python's pip installs the executables in bin.
Let's support both.