[Date Prev][Date Next] [Thread Prev][Thread Next] [Date Index] [Thread Index]

[Git][xorg-team/app/renderdoc][debian/master] 131 commits: Bump version to v1.23



Title: GitLab

Jordan Justen pushed to branch debian/master at X Strike Force / app / renderdoc

Commits:

  • dff0196b
    by baldurk at 2022-09-23T16:03:20+01:00
    Bump version to v1.23
    
  • af854f18
    by David Snopek at 2022-10-03T14:41:28+02:00
    Add the GL_OVR_* extensions to the list of OpenGL extensions
    
  • 17e22710
    by baldurk at 2022-10-03T20:10:41+01:00
    Include atomic and SSBO buffers in GL read-write resources list
    
  • 39920c1b
    by baldurk at 2022-10-03T20:10:41+01:00
    Show the version running when connecting to incompatible remote server
    
  • 00586c27
    by baldurk at 2022-10-03T20:10:41+01:00
    Don't sync every map that we replay with a copy
    
    * We have a simple 16-long queue for command buffers to use, so we only sync
      when we run out.
    
  • b5549795
    by baldurk at 2022-10-03T20:10:41+01:00
    Skip initial state application for resources that aren't modified or UAV
    
    * If a resource has usage indicating it's used for any kind of direct
      modifications (copies, resolves, rendering, CPU writes) then we know it's
      modified. Any resource which has UAV capability may also be modified - since
      we don't necessarily track all bindings for bindless, and SM6.6 blows that up.
      But any resource that can't be a UAV can only be modified in ways we detect
      directly.
    * This is a short-term fix, to improve re-applying redundant data to read-only
      resources. long term we need to rethink how initial states are handled since
      on vulkan and D3D12 initial states are no longer strongly correlated with
      resources that need to be reset every replay.
    
  • aec47970
    by baldurk at 2022-10-03T20:10:41+01:00
    When forcing all resources in for bindless on D3D12, be more granular
    
    * We only need to force on actual D3D12 resources (buffers and textures) -
      enabling the Ref All Resources also would include all pipelines and other
      objects which do not need to be included and could be quite wasteful.
    
  • c237b708
    by baldurk at 2022-10-03T20:10:41+01:00
    Use conservative order for image states updates (see d61f10d)
    
  • 5aafda72
    by baldurk at 2022-10-03T20:10:41+01:00
    Clear find results properly between captures. Closes #2734
    
  • bbc5bd74
    by baldurk at 2022-10-03T20:10:41+01:00
    Return explicit error on creating multiple logical devices. Closes #2727
    
  • 849fe18a
    by baldurk at 2022-10-03T20:10:41+01:00
    Only find root SRVs when searching for SRVs
    
  • 478ea838
    by baldurk at 2022-10-06T16:48:34+01:00
    Update vulkan and SPIR-V headers to latest
    
  • 198c011e
    by baldurk at 2022-10-07T10:52:24+01:00
    Add missing shaders to VS project
    
  • 255fb82e
    by baldurk at 2022-10-07T10:52:44+01:00
    Don't use primitive restart on helper mesh pipelines
    
  • 5fa549ea
    by baldurk at 2022-10-07T11:18:30+01:00
    Handle starting/ending RPs inside secondary cmd buffers. Closes #2740
    
  • 18f41c6f
    by baldurk at 2022-10-07T11:20:06+01:00
    Add test of secondary command buffer dynamic rendering
    
  • 9254eff4
    by baldurk at 2022-10-07T11:43:22+01:00
    Track IDs created in functions and empty them when they leave scope
    
    * This prevents a use-after-free issue when pointers are stored and the backing
      storage is deallocated, if the function is entered again we try to get the
      previous value to show a variable change an dereference it.
    
  • bc00cb3d
    by Chang Chen at 2022-10-10T11:47:18+02:00
    Fix typo.
    
  • 1ede871b
    by baldurk at 2022-10-10T11:39:20+01:00
    Allow C-style sized types in buffer formatter. Closes #2742
    
  • f3a2d592
    by baldurk at 2022-10-10T11:39:20+01:00
    Make sure to account for no-debug fallback device creation on D3D11
    
  • 5c2c4348
    by baldurk at 2022-10-10T14:28:26+01:00
    Fix calculation of scalar struct size (it's not aligned up to alignment)
    
  • 048b85ff
    by baldurk at 2022-10-10T16:50:13+01:00
    Fix a problem copying stale reference when adding history modifications
    
  • 9d18db67
    by baldurk at 2022-10-12T13:04:34+01:00
    Fix some edge case pNext struct usages. Closes #2749
    
  • 338541cf
    by baldurk at 2022-10-12T16:08:59+01:00
    Handle streams properly in vulkan GS output fetch. Closes #2745
    
    * We only display the rasterized stream in the mesh output view.
    
  • 77a3e11b
    by baldurk at 2022-10-12T17:31:53+01:00
    Upconvert initial layouts to GENERAL when promoting loadOp to LOAD
    
    * We were doing this in vkCreateRenderPass but not vkCreateRenderPass2
    
  • c5d659b0
    by baldurk at 2022-10-13T14:43:07+01:00
    Include serialisation version when creating lazy serialiser
    
  • a112e1ad
    by baldurk at 2022-10-13T14:52:37+01:00
    Use a default name for un-named children in constant structs
    
  • 835990b0
    by baldurk at 2022-10-14T11:51:26+01:00
    Ensure texture-generated formats default to scalar packing
    
    * On APIs like OpenGL texture formats (like vertex buffer formats) can be
      tightly packed even in cases that apparently are otherwise not allowed - e.g.
      with fake RGB formats where the stride looks misaligned due to alpha being
      hidden.
    
  • 9a22b2cf
    by baldurk at 2022-10-14T12:00:54+01:00
    Remove old android prototyping code
    
  • 7798d2e1
    by baldurk at 2022-10-14T12:00:54+01:00
    Check for shader processing tool failures properly. Closes #2751
    
  • e38b4e0f
    by baldurk at 2022-10-14T12:06:09+01:00
    Add support for VK_EXT_mutable_descriptor_type
    
  • 0dbb38c9
    by baldurk at 2022-10-14T14:44:07+01:00
    Avoid repeated erase+reorder when resetting pagesets
    
  • 33f9f43f
    by baldurk at 2022-10-14T15:18:41+01:00
    Handle more than 3 queue family types correctly
    
  • d024f062
    by baldurk at 2022-10-14T20:50:51+01:00
    Work around gcc 5 false warning
    
  • 101dbda8
    by baldurk at 2022-10-18T10:21:04+01:00
    Handle GL hooks called during replay from injected code. Refs #2752
    
  • 71684f10
    by baldurk at 2022-10-20T12:36:49+01:00
    In VK pipeline view, look up FB from RP attachments. Closes #2756
    
    * Doing this lets us more consistently reference the color attachments in the
      correct indices and makes it easier to match for blends. It also allows the
      user to show unused/empty attachments
    
  • ea4aa164
    by baldurk at 2022-10-20T12:50:00+01:00
    Force custom display shaders VS explicit output location. Closes #2757
    
    * This works around an obtuse GL requirement that explicit locations on one side
      will cause a break in compatibility with the other side, even if dropping the
      location would work otherwise.
    
  • bdff6cd8
    by baldurk at 2022-10-20T16:12:34+01:00
    Delete orphaned file
    
  • 972f56d4
    by baldurk at 2022-10-21T16:21:34+01:00
    Display type-incompatible bindings overlapping in GL in pipeline view
    
    * This is possible if two sampler uniforms point to the same slot but they are
      not compatible sampler types.
    
  • 4612d71d
    by baldurk at 2022-10-26T13:08:17+01:00
    Switch some maps to unordered in resource manager
    
  • 10d4c694
    by baldurk at 2022-10-26T17:09:05+01:00
    Skip unmapped subresources when serialising sparse init states on D3D12
    
  • e36c247c
    by baldurk at 2022-10-26T17:09:23+01:00
    Upgrade some non-spammy useful log messages from debug logs
    
  • 85118ed4
    by baldurk at 2022-10-26T17:47:16+01:00
    Remove unused variable
    
  • d9d06c83
    by baldurk at 2022-10-27T11:00:23+01:00
    Fix handling of RANGE_OFFSET_APPEND in multi-type tables in D3D12
    
    * Previously we would only process ranges we were interested in when looking for
      a descriptor, but we need to process all ranges in a table to properly track
      the offset for APPEND.
    
  • 9e9a333b
    by baldurk at 2022-10-27T16:04:35+01:00
    Fix D3D shader debug ddx/ddy being the wrong way around
    
  • 3f31671c
    by baldurk at 2022-10-27T16:05:07+01:00
    Use existing depth value to better select candidates for debug on D3D12
    
  • 6f29b8b9
    by baldurk at 2022-10-27T16:22:54+01:00
    Work around fxc warnings when building with optimisation disabled
    
  • 28b63fe5
    by baldurk at 2022-10-28T11:41:43+01:00
    Protect against invalid values in view desc for number of mips
    
    * This is mostly relevant for D3D12, where the desc comes from the user and so
      may not be normalised and contain values like 0xffffffff to indicate 'all
      mips' or 'all slices' in the view.
    
  • 91a77c16
    by baldurk at 2022-10-28T14:12:51+01:00
    Re-order builtin inputs to try and avoid suspected AMD driver bug
    
    * In principle the fake SV_ inputs should be able to come in any order, but it
      seems if SV_IsFrontFace is last it can get undefined/wrong results (e.g.
      returning 1 when front-face culling is enabled or vice-versa). Moving it to
      the first seems to fix the issue, and at least shouldn't make anything any
      worse.
    
  • 1303a50c
    by baldurk at 2022-10-28T14:13:06+01:00
    Sampler tables should not be marked as data volatile (the default)
    
  • 7393c6db
    by baldurk at 2022-10-28T15:36:15+01:00
    Don't refer specifically to windows 10, include all versions
    
    * Windows versions numbers no longer make sense since 11 is just 10 with a worse
      UI refresh, but since it works the same it will be supported as well.
    
  • 72d4d270
    by baldurk at 2022-10-28T15:36:26+01:00
    Remove references to Stadia
    
  • 2c220e7a
    by baldurk at 2022-11-01T16:33:37+00:00
    Fix calculation of offsets on root descriptor buffers
    
    * The stride these buffers are accessed with in the shader is not guaranteed to
      be 4 bytes when used untyped (e.g. structured buffers) so we can't assume it
      and bake the offset into element count. Instead fetch data starting at that
      offset and list a first element of 0.
    
  • 3f9bf1ab
    by baldurk at 2022-11-01T16:33:37+00:00
    Fix crash handler not launching as expected in official builds
    
  • 52b5a895
    by baldurk at 2022-11-01T16:33:37+00:00
    Update superluminal API header to most recent version
    
  • 32dbbaa7
    by baldurk at 2022-11-01T16:33:37+00:00
    Correctly handle D3D12 resources with no sparse subresources at all
    
  • 9df7d402
    by baldurk at 2022-11-02T12:22:33+00:00
    Fix compilation on python version update on mac CI
    
  • 30453eb8
    by baldurk at 2022-11-02T15:29:16+00:00
    Treat it as valid if no shaders that use dynamic resources are invoked
    
    * E.g. if a draw is off-screen, the PS might not be invoked. If that's the only
      place we expect to see dynamic resources accessed we won't get our valid
      marker but the results should still be considered correct.
    
  • 86807180
    by baldurk at 2022-11-02T16:49:48+00:00
    Implement memory oversubscription vulkan extensions
    
  • 95ade35d
    by baldurk at 2022-11-03T12:47:13+00:00
    Implement vkSetDeviceMemoryPriorityEXT and allow extensions
    
  • 7a3ea53b
    by Brian Osman at 2022-11-03T16:48:55+01:00
    vkEnumeratePhysicalDevices: Handle count being too small
    
    Per the Vulkan Spec: "If pPhysicalDeviceCount is less than the number of physical devices available, at most pPhysicalDeviceCount structures will be written, and VK_INCOMPLETE will be returned instead of VK_SUCCESS, to indicate that not all the available physical devices were returned."
    
  • 8e4ae679
    by baldurk at 2022-11-04T17:42:23+00:00
    Only apply D3D12Core.dll signature check to untrusted files
    
    * UE5 at least currently (as of this commit) re-signs D3D12Core.dll by Epic.
      Rather than failing to load all such captures, only fail if the capture is
      marked as downloaded since local captures should be implicitly trusted.
    
  • 672557f8
    by baldurk at 2022-11-04T17:42:23+00:00
    Add some internal logging for D3D12 CheckFeatureSupport calls
    
  • 5451aced
    by Oliver Enseling at 2022-11-04T20:34:48+01:00
    source home directory from ${HOME}
    
  • 3bfea49a
    by Sebastien Alaiwan at 2022-11-07T13:31:27+01:00
    Fix uninitialized variable
    
  • 4a6c34ac
    by baldurk at 2022-11-08T13:12:35+00:00
    Account for D3D12 applications that call CheckFeatureSupport often
    
    * The log is spammy if they check once per frame for example.
    
  • e400e9c4
    by baldurk at 2022-11-08T13:12:35+00:00
    Use initial state command buffer for memory
    
  • c4088be1
    by baldurk at 2022-11-08T13:12:35+00:00
    In-line buffer -> MSAA copies into command buffer rather than splitting
    
    * We defer destruction of the view objects created until the next flush. In
      future this could be smarter about associating resource destructions with a
      submitted batch and deferring further until a fence is signalled to avoid
      synchronisation.
    
  • 94c6b36e
    by baldurk at 2022-11-08T15:40:16+00:00
    Don't mark draws as having valid empty feedback results
    
  • 909b4006
    by baldurk at 2022-11-08T15:40:29+00:00
    Increase the data upload list array to 64 to reduce mid-frame syncs
    
  • aacbaa77
    by baldurk at 2022-11-08T15:46:04+00:00
    Refactor D3D12 map to do CPU uploads directly into mapped memory
    
  • a21b78f5
    by baldurk at 2022-11-08T16:16:31+00:00
    Treat custom heaps on D3D12 with appropriate properties as CPU-copied
    
  • ffe09f1c
    by baldurk at 2022-11-08T16:26:09+00:00
    Do a better job of reserving memory for D3D12 pipeline state arrays
    
  • 742e3de2
    by baldurk at 2022-11-08T17:42:18+00:00
    Cache expanded views from large immutable D3D12 descriptor heaps
    
    * The principle here is that on D3D12 it's common to have huge descriptor heaps
      in which only a handful of descriptors are changed. By caching the expanded
      D3D12Pipe::View results from these unchanging descriptors we don't have to do
      that over and over. Any descriptors written in the captured frame may have
      different contents depending on where we've replayed up to, so we don't cache
      them to keep things simple rather than invalidating the cache.
    
  • 2cf7b911
    by baldurk at 2022-11-09T12:20:48+00:00
    Fix refcounting issue with python frame objects
    
  • 2e276a7f
    by baldurk at 2022-11-09T13:22:53+00:00
    Remove rdcarray sized constructor
    
  • d11da2f3
    by baldurk at 2022-11-09T14:14:24+00:00
    Refactor texture viewer thumbnails to not use swapchains
    
    * There seems to be a significant slowdown when using real swapchains, both for
      creation and display. Since thumbnails don't update often (only on event
      change, or if the panel is resized which is not a regular occurence)
      counterintuitively it's better to render and readback the image offscreen and
      re-upload it on the CPU.
    
  • f0644a22
    by baldurk at 2022-11-09T14:15:15+00:00
    Fix issue where multiple thumbnails would be added for overlapping binds
    
    * Previously we iterated over each bind, and found the matching resources. Now
      we iterate over resources and find the matching bind. This matters when there
      are multiple overlapping binds so they are only found once (we don't
      disambguate which bind was used, as we don't elsewhere currently)
    
  • ef2bdc99
    by baldurk at 2022-11-09T16:36:49+00:00
    Fix mutable bitmask being set when cache is populated
    
  • 6343a52c
    by baldurk at 2022-11-09T16:45:44+00:00
    Conservatively reserve space for return arrays
    
  • 61fc2f82
    by baldurk at 2022-11-09T17:51:33+00:00
    Improve iteration for large unused descriptor arrays in D3D12 pipeline
    
  • 7b96647d
    by baldurk at 2022-11-09T18:02:46+00:00
    When only returning used entries, skip entirely unused descriptor arrays
    
  • 7291567f
    by baldurk at 2022-11-11T15:25:51+00:00
    Implement GPU-pushed readback for memory when optimal on D3D12
    
  • bbdf7ffb
    by baldurk at 2022-11-12T21:50:25+00:00
    Make sure to upload mapped memory via cpu copy during loading on D3D12
    
  • a1240f5f
    by baldurk at 2022-11-13T14:20:35+00:00
    Fix mac compilation
    
  • 1755176b
    by baldurk at 2022-11-13T15:26:09+00:00
    More mac fixes
    
  • 48f0c9a7
    by baldurk at 2022-11-14T13:57:21+00:00
    Fix missing release of resources
    
  • e8cd70c2
    by baldurk at 2022-11-14T14:44:17+00:00
    Add some missing error messages during init contents prepare
    
  • 14484cc6
    by baldurk at 2022-11-15T13:11:16+00:00
    Slightly increase D3D12 leak check threshold
    
    * We're now caching descriptor data so we deliberately allocate a bit more
      memory. This will still allow us to catch egregious leaks.
    
  • e2f3426d
    by Artur Wojcik at 2022-11-15T19:56:25+01:00
    MiniQtHelper: fix the bug in SetWidgetFont() while setting the font face
    
    Signed-off-by: Artur Wojcik <artur.wojcik@amd.com>
    
  • e6305158
    by Artur Wojcik at 2022-11-17T19:22:40+01:00
    MiniQtHelper: upgrade ComboBox widget
    
    Added interface functions:
        - GetComboBoxCount() the function returns the number of
          combo box options currently set,
        - SelectComboBoxOption() - selects an active combo box
          option by name from the list of set options.
    
    Updated interface functions:
        - Changed SetComboOptions() to SetComboBoxOptions to keep
          consistency in naming.
    
  • 789a2a13
    by Artur Wojcik at 2022-11-17T19:22:40+01:00
    Use the previous naming to keep source compatibility
    
  • 3624d6e3
    by Artur Wojcik at 2022-11-17T19:22:40+01:00
    Fix the invalid pointer dereference bug in the combo widget
    
    
  • f2f77716
    by baldurk at 2022-11-17T18:22:57+00:00
    Test that vkEnumeratePhysicalDevices correctly handles undersized array
    
  • 108e4695
    by baldurk at 2022-11-17T18:22:57+00:00
    Add a test for resources being accessed in-shader then overwritten
    
  • 16f77914
    by baldurk at 2022-11-17T18:22:57+00:00
    Test more edge case root signature mappings with D3D12 shader debug
    
  • 1f34b0ba
    by baldurk at 2022-11-17T18:22:57+00:00
    Test D3D12 descriptors with 0 or ~0 as mip count
    
  • 153bc31a
    by baldurk at 2022-11-17T18:22:57+00:00
    Fix off-by-one when searching for re-used arrays
    
  • de2d6e7b
    by baldurk at 2022-11-17T18:22:57+00:00
    Clamp/sanitise number of mips or array slices in D3D12 pipeline view
    
  • 5aae46a8
    by baldurk at 2022-11-18T12:24:05+00:00
    Test out-of-bounds descriptor access in D3D12 indexing test
    
  • 62bfec84
    by baldurk at 2022-11-18T12:37:45+00:00
    Test empty submits are properly processed
    
  • 037dd63d
    by baldurk at 2022-11-18T12:43:30+00:00
    Fail D3D12 amd shader extensions test if UAV bind slot isn't supported
    
    * UE5 checks for this feature so we'll also check for it.
    
  • a37f6212
    by baldurk at 2022-11-18T14:01:59+00:00
    Test integer texture loads in D3D shader debugging
    
  • 428862d7
    by baldurk at 2022-11-18T14:04:57+00:00
    Test resolve attachments in D3D12 render passes
    
  • 3ec6986a
    by baldurk at 2022-11-18T14:21:14+00:00
    Test that descriptor arrays of dynamic UBOs have offsets replayed
    
  • dfe07d68
    by baldurk at 2022-11-21T13:49:15+00:00
    Update application API to 1.6.0, add capture title setter
    
  • 69c19900
    by baldurk at 2022-11-21T15:22:43+00:00
    Fix handling of descriptor feedback in iterating arrays
    
  • 28a99403
    by baldurk at 2022-11-21T15:36:21+00:00
    Ensure pNext chain structs are properly reset when making create infos
    
  • 4c80be32
    by baldurk at 2022-11-21T15:49:29+00:00
    Handle D24X8 the same as D24S8 for discard patterns
    
  • e9c17637
    by baldurk at 2022-11-21T16:08:31+00:00
    Only provide instance divisors for per-instance vertex attributes
    
  • 93bb5ace
    by baldurk at 2022-11-21T16:08:31+00:00
    Specify flat decoration for integer inputs we add in patching
    
  • 9ffa3342
    by baldurk at 2022-11-23T11:14:38+00:00
    Set empty pixmap before setting text on pipeline state labels
    
    * Setting an empty pixmap seems to clear out the text also sometimes. This order
      should always be safer.
    
  • c144757d
    by baldurk at 2022-11-23T15:19:51+00:00
    Re-use initial replay to fetch shader feedback without polluting state
    
    * Previously with shader feedback being fetched separately we may have had to
      replay multiple times to ensure clean results. If we do it as part of the
      initial replay on selecting the event this issue goes away and we remove the
      extra redundant replay.
    
  • 839e9f60
    by baldurk at 2022-11-23T17:42:14+00:00
    Add a safety barrier between buffer fills and copies
    
    * It's unclear if this should be required as the fills and copies don't overlap,
      but this is not so perf sensitive that a barrier can't be added for safety.
    
  • 2308bf7b
    by Lionel Landwerlin at 2022-11-24T19:10:37+01:00
    Fix binding field of VkVertexInputBindingDivisorDescriptionEXT
    
  • 24da6390
    by baldurk at 2022-11-24T22:58:12+00:00
    Document the new methods of generating SPIR-V shader debug information
    
  • d7b9b612
    by baldurk at 2022-11-24T23:40:01+00:00
    Install pcre on mac for CI builds
    
  • bae0d199
    by Artur Wojcik at 2022-11-28T14:41:00+01:00
    MiniQtHelper: add ProgressBar widget
    
  • df7a3562
    by Artur Wojcik at 2022-11-28T14:41:00+01:00
    Update the documentation of the ProgressBar widget
    
  • 9dba1d18
    by baldurk at 2022-11-29T19:04:55+00:00
    Bump version to v1.24
    
  • 5934b3b7
    by baldurk at 2022-11-29T23:34:32+00:00
    Fix use of incorrect tracked renderstate which is modified by debug
    
  • 7aac3961
    by baldurk at 2022-12-05T10:00:35+00:00
    Check mesh output and overlays in Iter_Test
    
  • e5e68ef2
    by baldurk at 2022-12-05T10:01:01+00:00
    Make sure shader feedback query results data is aligned
    
  • f3fd33de
    by baldurk at 2022-12-05T11:02:59+00:00
    Always run drawcall overlay in tests
    
    * Ideally we would also include mesh output here, but we would need a way to
      clear the postvs cache every so often to avoid bloating, otherwise it will
      generate too much data iterating the whole capture.
    
  • a8861c9b
    by Jordan Justen at 2022-12-10T01:55:49-08:00
    Merge tag 'v1.24' into debian/master
    
    v1.24
    
  • aef8c488
    by Jordan Justen at 2022-12-10T01:59:41-08:00
    d/changelog: Start 1.24+dfsg-1 changelog
    
    Signed-off-by: Jordan Justen <jljusten@debian.org>
    
  • 4b40a872
    by Jordan Justen at 2022-12-10T02:14:11-08:00
    d/patches: Rebase patches for renderdoc v1.22
    
    Signed-off-by: Jordan Justen <jljusten@debian.org>
    
  • cfa40038
    by Jordan Justen at 2022-12-14T02:12:43-08:00
    d/copyright: Remove deleted renderdoc/3rdparty/aosp directory
    
    Signed-off-by: Jordan Justen <jljusten@debian.org>
    
  • 05a6d7f9
    by Jordan Justen at 2022-12-14T02:13:49-08:00
    d/patches: Add patch to allow renderdoc to work with glslang 11.12.0
    
    Signed-off-by: Jordan Justen <jljusten@debian.org>
    
  • 2f4aec74
    by Jordan Justen at 2022-12-14T02:13:54-08:00
    d/librenderdoc.lintian-overrides: Update override format
    
    Signed-off-by: Jordan Justen <jljusten@debian.org>
    
  • 6a8fe953
    by Jordan Justen at 2022-12-14T02:17:23-08:00
    d/changelog: Release 1.24+dfsg-1 to unstable
    
    Signed-off-by: Jordan Justen <jljusten@debian.org>
    

30 changed files:

The diff was not included because it is too large.

Reply to: