sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: electron
Issue: [Bug]: Zero GPU Acceleration on Wayland
Labels: platform/linux,bug :beetle:,component/gpu,wayland

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

22.0.0

### What operating system are you using?

Other Linux

### Operating System Version

Linux apg 6.0.11-arch1-g14-1 #1 SMP PREEMPT_DYNAMIC Wed, 07 Dec 2022 16:24:00 +0000 x86_64 GNU/Linux

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

I expect content rendered in Electron to use the GPU to display graphics, and accelerate video.

### Actual Behavior

No content inside of Electron seems to be accelerated through the GPU.

### Testcase Gist URL

_No response_

### Additional Information

This only occurs when running Electron using the Wayland backend. When running under XWayland, acceleration appears to be functional. I am passing the following flags to Electron:
```
--ignore-gpu-blocklist
--enable-gpu-rasterization
--enable-gpu
--enable-unsafe-webgpu
--enable-features=WebRTCPipeWireCapturer,Vulkan,UseSkiaRenderer,VaapiVideoDecoder,CanvasOopRasterization,VaapiVideoEncoder,RawDraw
--disable-features=UseSkiaRenderer,UseChromeOSDirectVideoDecoder
--enable-zero-copy
--enable-oop-rasterization
--enable-raw-draw
--enable-accelerated-mjpeg-decode
--enable-accelerated-video 
--enable-native-gpu-memory-buffers
--use-vulkan
--use-gl=egl
--ozone-platform-hint=auto
```
These flags allow Chromium to accelerate:
![image](https://user-images.githubusercontent.com/44881120/206866662-ece815d4-93e9-4dc6-af04-5053e30c38d7.png)

This issue affects Electron 20, 21, and 22 in my testing.  I am applying these flags to Electron through adding them [here](https://github.com/SpacingBat3/WebCord/blob/master/sources/code/main/modules/optimize.ts#L72) and launching WebCord (a Discord client) with Electron 22, then fullscreening a video. I see a CPU core immediately go to 100% usage, and the video playback is laggy and drops frames.

My system is Arch Linux with a Ryzen 9 6900HS and RX 6800M GPU under the open source AMD drivers.

I have attached logs for both Electron 20 and Electron 22:
[logs22.txt](https://github.com/electron/electron/files/10200550/logs22.txt)
[logs20.txt](https://github.com/electron/electron/files/10200551/logs20.txt)
Repository: material-ui
Issue: Add borderColor property to palate / use an existing one
Labels: package: material-ui,customization: theme,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Currently, components like `OutlinedInput` [use hard-coded border-color values.](https://github.com/mui/material-ui/blob/master/packages/mui-material/src/OutlinedInput/OutlinedInput.js#L42) This makes it very inconvenient to set a border color for all inputs in a custom theme:

```
 theme.palette.mode === 'light' ? 'rgba(0, 0, 0, 0.23)' : 'rgba(255, 255, 255, 0.23)';
```

Adding a `borderColor` property in `theme` would make it much more easier to handle all border colors of all MUI components at once when using a custom theme.

### Examples 🌈

_No response_

### Motivation 🔦

I am using a custom theme with a custom color for the "`palette.divider`", which I use a lot as `borderColor: divider`. 

I ran into a lot of trouble when I tried to match colors of my inputs to my dividers and borders of other elements. Setting `sx={{borderColor: divider}}` on every `textField` input is inconvenient. 

I imagine the same would apply to all other components that might have borders?
Repository: flutter
Issue: [android] Animation when opening keyboard is unsynchronized
Labels: a: text input,platform-android,framework,f: material design,a: fidelity,a: quality,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-android,triaged-android

This issue is the android version of [#105687](https://github.com/flutter/flutter/issues/120555) (which is fixed by https://github.com/flutter/engine/commit/a5ff3629dfecd81d7322c40de7edaab24ee3d21f).

https://github.com/flutter/flutter/assets/53510751/3437e46b-b620-420a-af8b-d69b4ad0dcd6

The keyboard animation is jittery most of time. 
Notice that the issue is much evident and occurs often on real device running in release mode.

As pointed out in the iOS fix, issue is:
"if setViewportMetrics called **before** framework's vsync process callback (rebuild & layout & paint), will cause jitter keyboard animation.So this PR is to keep the time when updateViewportMetrics call to framework side legal".

Demo code here:
https://github.com/delfme/flutter-native-text-input-repo

With this fix, flutter would finally provide a native-like keyboard animation on both ios and android 🚀
Repository: godot
Issue: Vulkan: DirectionalLight3D or SpotLight3D with Shadow Blur set to 0.0 exhibits acne, even at default bias
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.beta7

### System information

Fedora 36, Vulkan Forward Plus, AMD Radeon RX 6900 XT

### Issue description

DirectionalLight3D or SpotLight3D with Shadow Blur set to 0.0 exhibits acne, even at default bias. This doesn't seem to affect OmniLight3D, even if its bias is manually decreased to 0.03 (same value as SpotLight3D).

This may be a regression from https://github.com/godotengine/godot/pull/68339. cc @clayjohn
This may be fixable by not decreasing bias below a certain blur value (such as 0.1 or even 0.5). 

I can reproduce this in both Forward Plus and Forward Mobile rendering methods.

Shadow Blur = 0.1 | Shadow Blur = 0.0
-|-
![2022-12-10_19 40 48](https://user-images.githubusercontent.com/180032/206870549-ba92f35b-1098-435a-959a-eb6f9bc64028.png) | ![2022-12-10_19 40 39](https://user-images.githubusercontent.com/180032/206870548-708013eb-f1ac-40fc-ab30-5387badc70c5.png)
![2022-12-10_19 41 29](https://user-images.githubusercontent.com/180032/206870552-cd3f021d-0570-4fec-810c-0c179029c32a.png) | ![2022-12-10_19 41 24](https://user-images.githubusercontent.com/180032/206870550-46d847d7-d459-416d-9f14-c3670113391f.png)

### Steps to reproduce

- Add a DirectionalLight3D or Spotlight3D node with shadows enabled.
- Set Shadow Blur to 0.0.

### Minimal reproduction project

[test_shadow_bias_blur.zip](https://github.com/godotengine/godot/files/10200714/test_shadow_bias_blur.zip)
Repository: godot
Issue: Godot 4.0 Beta 7+ Resources saving as EncodedObjectAsID, unable to load Resources due to type differences.
Labels: bug,topic:editor

### Godot version

v4.0.beta7.official [0bb1e89fb]

### System information

Windows 10

### Issue description

Since upgrading to Godot 4.0 beta 7, Resources I try to save into an external file are being stored as EncodedObjectAsID instead of typed Resources. Beta 6 and before this code didn't throw an error (Actually may have, ran into it), unsure if it was actually grabbing the Resources. This same error also occurs in Godot beta 8. 

If I just run it from the project launcher, this does not crash my application upon trying to load the resources.

![image](https://user-images.githubusercontent.com/9322083/206870539-ab19902c-c89c-48e7-b826-ffd5e4d004c2.png)

### Steps to reproduce

Edit the Resource_Saving_Bug project from the launcher.
Run the Main Scene.
Click the 'Save' button, it will save the resource to C:\Users\<User>\AppData\Roaming\Godot\app_userdata\Resource_Saving_Bug\TestInventory.tres.save
Click the 'Load' button, it will try to load TestInventory.tres.save saved there, but the Item resources will have been saved as EncodedObjectAsID instead of Resource.



### Minimal reproduction project

[Resource_Bug.zip](https://github.com/godotengine/godot/files/10200738/Resource_Bug.zip)

### Further Notes

**Expected:**
I am able to save and load resources by storing them as their corresponding resource type.

**Actual:**
Saving resources during debug runtime saves them as EncodedObjectAsID, cannot load since the static typing is different. (And once the debugger closes I am sure those IDs are invalid)

**Attempted workaround**
Attempting to grab the Resource via ID from instance_from_id throws static typing errors, since it believes the object to be the Resource. So I can't use EncodedObjectAsID.object_id
Repository: PowerToys
Issue: [PT Run] [Registry] Allow to open key via Registry Editor (regedit) without elevation
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Microsoft PowerToys version

0.65.0

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

1. PowerToys is run from account that does not have administrator rights

2. Find any entry via Registry Plugin that user has access to and try to open it, for example "HKEY_CURRENT_USER"
![image](https://user-images.githubusercontent.com/9865809/206873870-04278cf4-d968-43c9-a5cb-32fb94202ca8.png)

3. PT tries to open Registry Editor (regedit) with elevated rights
![image](https://user-images.githubusercontent.com/9865809/206875021-09b1e7f2-9f44-4138-bec0-ba28c3b14ac0.png)

4. Regedit never opens expected path even when attempting to open "HKEY_CURRENT_MACHINE" that both accounts have access to.
![image](https://user-images.githubusercontent.com/9865809/206874047-1913bacd-ba03-40cd-b336-92d844b9a98e.png)


### ✔️ Expected Behavior

1. Ability to open any key without elevation. It still should be allowed to open regedit as admin if needed, ideally it should be done like Program plugin does it so behavior is the same for both plugins:
![image](https://user-images.githubusercontent.com/9865809/206874608-b6db59c1-cfdc-40ad-ab19-05bbfa88a97b.png)

2. If regedit is elevated with another account, it should open specified key. Ideally HKEY_CURRENT_USER should redirect to appropriate HKEY_USERS path for non-admin account and not admin account's HKEY_CURRENT_USER hive

### ❌ Actual Behavior

1. Plugin always tries to open regedit elevated no matter if account has access to key or not

2. If regedit is elevated with another account, it does not open key, but stops at the root of the Hive tree (Computer)

### Other Software

_No response_
Repository: vscode
Issue: [Accessibility] Word wrap does not work in diff view (F7 and Shift+F7)
Labels: feature-request,accessibility,diff-editor

CC @isidorn and @meganrogge

Although the recent VSCode update introduced accessibility improvement for word wrap, which used to not work with screen reader mode, I found that the word wrap setting does not take any effect in F7/Shift+F7 (diff view) when  screen reader mode is on.

It would be great if word wrap also works in diff view mode as well.

## System Info

Version: 1.75.0-insider (system setup)
Commit: f076d553210e9ea65e7bccbfa2f7a786c10fcab2
Date: 2022-12-09T09:11:59.691Z
Electron: 19.1.8
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
OS: Windows_NT x64 10.0.22621
Sandboxed: Yes
Repository: stable-diffusion-webui
Issue: [Bug]: Unable to generate images - return self.choices.index(x) ValueError: '' is not in list
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Hello, i updated (with git pull) after a week or two and now i get this error when i try to generate anything in txt2img. I tried searching here but couldn't find how to solve it. Before doing git pull everything was running normally, i generated dozens of images today (with the previous build)

Thank you very much for any assistance!

################################################################
Launching launch.py...
################################################################
Python 3.8.10 (default, Jun 22 2022, 20:18:18) 
[GCC 9.4.0]
Commit hash: 685f9631b56ff8bd43bce24ff5ce0f9a0e9af490
Installing requirements for Web UI
Launching Web UI with arguments: --api
No module 'xformers'. Proceeding without it.
LatentDiffusion: Running in eps-prediction mode
DiffusionWrapper has 859.52 M params.
Loading weights [81761151] from /media/ed/Data500/stable diffusion/stable-diffusion-webui/models/Stable-diffusion/v1-5-pruned-emaonly.ckpt
Applying cross attention optimization (Doggettx).
Model loaded.
Loaded a total of 0 textual inversion embeddings.
Embeddings: 
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Traceback (most recent call last):
  File "/media/ed/Data500/stable diffusion/stable-diffusion-webui/venv/lib/python3.8/site-packages/gradio/routes.py", line 284, in run_predict
    output = await app.blocks.process_api(
  File "/media/ed/Data500/stable diffusion/stable-diffusion-webui/venv/lib/python3.8/site-packages/gradio/blocks.py", line 980, in process_api
    inputs = self.preprocess_data(fn_index, inputs, state)
  File "/media/ed/Data500/stable diffusion/stable-diffusion-webui/venv/lib/python3.8/site-packages/gradio/blocks.py", line 891, in preprocess_data
    processed_input.append(block.preprocess(inputs[i]))
  File "/media/ed/Data500/stable diffusion/stable-diffusion-webui/venv/lib/python3.8/site-packages/gradio/components.py", line 1097, in preprocess
    return self.choices.index(x)
ValueError: '' is not in list


### Steps to reproduce the problem

writing anything in txt2image and pressing generate

### What should have happened?

should have started the image generation

### Commit where the problem happens

685f9631b56ff8bd43bce24ff5ce0f9a0e9af490

### What platforms do you use to access UI ?

Linux

### What browsers do you use to access the UI ?

Mozilla Firefox, Google Chrome, Brave

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: pytorch
Issue: torch.min document not up to date
Labels: module: docs,triaged

### 📚 The doc issue

torch.min document not up to date

https://pytorch.org/docs/stable/generated/torch.min.html#torch.min

### Suggest a potential alternative/fix

_No response_

cc @svekars @carljparker
Repository: godot
Issue: Referencing UndoRedo in a EditorSpatialGizmoPlugin breaks gizmo materials
Labels: bug,topic:editor,topic:plugin,topic:3d

### Godot version

v3.5.1.stable.arch_linux

### System information

Manjaro, GLES3, AMD Radeon RX 5700 XT (navi10, LLVM 14.0.6, DRM 3.48, 6.0.11-1-MANJARO)

### Issue description

My spatial gizmo plugin works fine until I want to implement undo/redo for some operations.

`UndoRedo` is only reachable from an `EditorPlugin`, so I'm letting my `EditorSpatialGizmoPlugin` subclass access it through a singleton:
```gdscript
var undo_redo: = BlockoutUtil.plugin.get_undo_redo()
```
When I add the above instance variable to my spatial gizmo plugin class, the editor starts throwing errors every time my plugin tries to use a material for the gizmo handles:
```
editor/plugins/spatial_editor_plugin.cpp:7199 - Condition "!materials.has(p_name)" is true. Returned: Ref<SpatialMaterial>()
```
I'm not entirely sure, but it looks like the error might be occurring somewhere behind this method call:
```gdscript
gizmo.add_handles(handles, get_material("handle", gizmo))
```
This results in the gizmo handles being invisible (though still technically usable) in the 3D viewport.

As soon as I comment out the `var undo_redo: = ...` line, errors go away and my gizmo handles show the correct material. This, to me, looks like an unintended side effect.

### Steps to reproduce

I'm attaching a quick repro project. To reproduce the issue, uncomment line 7 in addons/blockout/BlockGizmoPlugin.gd.

### Minimal reproduction project

[gizmo_material_repro.zip](https://github.com/godotengine/godot/files/10201083/gizmo_material_repro.zip)
Repository: godot
Issue: "move_and_collide" with "test_only=true" leads to a collision that should not happen
Labels: bug,topic:physics

### Godot version

4.0.beta6

### System information

Windows 10

### Issue description

I was trying to code a custom function to jump.
Thus, I decided to use move_and_collide with test_only=true to check if there was a collision towards the ground.
If there was a collision, a normal of the collision was obtained to jump in the normal's direction.

It seemed to work correctly at first, but when jumping in the air near walls, a collision occurs that propels the player off the wall.
This happens even though the ground direction that is being checked is parallel to the walls and there should be no collision.
This only happens when using test_only=true.

### Steps to reproduce

Space to jump
Check console to see the usual values
Use WASD while in air to hop near a wall
When near a wall, jump and in the air press jump again
Ball will jump off the wall
Check console again to see weird values
This only happens when move_and_collide's "test_only" input is true

### Minimal reproduction project

[SimpleGameIssue.zip](https://github.com/godotengine/godot/files/10201191/SimpleGameIssue.zip)

Basically, when the bug happens:
A direction goes into move_and_collide (printed on console).
A collision is output, even though there was nothing towards the direction.
The normal output is off the nearest wall (also printed on console).

The main problem can be analyzed in "isOnGround" function.
I'm sorry if the code is confusing, I tried my best to isolate the problem and I'm pretty sure the rest can be ignored. You can just look at the input and outputs of move_and_collide and what is happening on screen.
Repository: tauri
Issue: [bug] Mobile 2.0 alpha for iOS: error: The following required arguments were not provided:   --gcc-preprocessor-definitions <GCC_PREPROCESSOR_DEFINITIONS>
Labels: type: bug,status: needs triage,platform: iOS

### Describe the bug

While building Tauri 2.0 app for iOS (`pnpm tauri ios build`), it shows: 

```
Usage: node ../../../node_modules/@tauri-apps/cli/tauri.js ios xcode-script --platform <PLATFORM> --sdk-root <SDK_ROOT> --framework-search-paths <FRAMEWORK_SEARCH_PATHS> --gcc-preprocessor-definitions <GCC_PREPROCESSOR_DEFINITIONS> --header-search-paths <HEADER_SEARCH_PATHS> --configuration <CONFIGURATION> --verbose... --force-color <ARCHES>...

For more information try '--help'
note: Building targets in dependency order
note: Run script build phase 'Build Rust Code' will be run during every build because the option to run the script phase "Based on dependency analysis" is unchecked. (in target 'hola-app_iOS' from project 'hola-app')
** BUILD FAILED **

       Error Command "xcodebuild -quiet -scheme hola-app_iOS -workspace /Users/wildcat/Downloads/202212/temp/hola-app/src-tauri/gen/apple/hola-app.xcodeproj/project.xcworkspace/ -sdk iphoneos -configuration release -arch arm64 -allowProvisioningUpdates build" didn't complete successfully, exiting with code 65.
error Command failed with exit code 1.
info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command.
```

### Reproduction

1. Create a Tauri 1.x project
2. Migrate to 2.0 using this guide https://tauri.app/blog/2022/12/09/tauri-mobile-alpha/
3. Run `pnpm tauri ios build`

### Expected behavior

The iOS app can be built

### Platform and versions

```
➜  apple npm run tauri info

> hola-app@0.0.0 tauri
> tauri info


Environment
  › OS: Mac OS 13.0.1 X64
  › Node.js: 16.18.0
  › npm: 8.19.2
  › pnpm: 7.14.0
  › yarn: 1.22.19
  › rustup: 1.25.1
  › rustc: 1.65.0
  › cargo: 1.65.0
  › Rust toolchain: stable-aarch64-apple-darwin 

Packages
  › @tauri-apps/cli [NPM]: 2.0.0-alpha.0
  › @tauri-apps/api [NPM]: 2.0.0-alpha.0
  › tauri [RUST]: 2.0.0-alpha.0,
  › tauri-build [RUST]: 2.0.0-alpha.0,
  › tao [RUST]: 0.15.7,
  › wry [RUST]: 0.23.3,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:1420/
  › framework: React
  › bundler: Vite

App directory structure
  ├─ dist
  ├─ node_modules
  ├─ public
  ├─ src-tauri
  ├─ .vscode
  └─ src
```



### Stack trace

_No response_

### Additional context

_No response_
Repository: neovim
Issue: capture Lua io.popen() stderr, don't let it pass through to Nvim stderr
Labels: enhancement,io,lua,system

### Neovim version (nvim -v)

v0.9.0-dev-490+gf96fb23de6

### Vim (not Nvim) behaves the same?

-

### Operating system/version

Arch Linux rolling

### Terminal name/version

alacritty 0.12.0-dev (6566dd3d)

### $TERM environment variable

xterm-256color

### Installation

Arch User Repository (AUR)

### How to reproduce the issue

nvim --clean
:lua local i = io.popen('>&2 echo "error"'); local o = i:read('*all'); i:close(); print('out: ', o);
:lua vim.keymap.set('n', 'x', function() local i = io.popen('>&2 echo "error"'); local o = i:read('*all'); i:close(); print('out: ', o); end)

### Expected behavior

Text that is sent to `stderr` should be displayed as an error under `:messages`.

### Actual behavior

### Initial state with open `:h user-manual`

![Initial state](https://user-images.githubusercontent.com/16037346/206880544-dc4b7817-86e9-434a-991e-c95f330a627f.png)

### After executing `:lua local i = io.popen('>&2 echo "error"'); local o = i:read('*all'); i:close(); print('out: ', o);`

After the execution the text that got sent to `stderr` is shown at the beginning of the command-line, seemingly overwriting previously written text, it also shifts the statusbar at the same time breaking the layout.
![After lua execution in commandl-line](https://user-images.githubusercontent.com/16037346/206880548-8d9dba10-a8bd-4c71-9054-0f2518b79dd9.png)

### After mapping it to a key `:lua vim.keymap.set('n', 'x', function() local i = io.popen('>&2 echo "error"'); local o = i:read('*all'); i:close(); print('out: ', o); end)`

Binding the Lua expressions to key, here `x` in normal mode, lets us see that the message from `stderr` is directly printed at the cursor location, it is not editing/changing the contents of the buffer.

![After key-mapping](https://user-images.githubusercontent.com/16037346/206880546-a2ca22a5-8f68-4757-b0c8-505eb7f864da.png)
Repository: PowerToys
Issue: [FancyZones] Win+Shift+Up/Down arrow behavior when Relative Position is on
Labels: Idea-Enhancement,Product-FancyZones

### Microsoft PowerToys version

0.65.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Set the following configurations in the FancyZones settings window:

 - Enable _Override Windows Snap_
 - Set _Move windows based on_ to _Relative Position_
 - Select Columns/Rows/Grid/Priority grid in the FancyZones editor

I'm using a vertical layout setting, such as this one:
![image](https://user-images.githubusercontent.com/2716316/206882216-72cd554f-54cc-46dd-86f1-029f65c1fbfc.png)

When pressing <kbd>⊞</kbd> + <kbd>↑</kbd>/<kbd>↓</kbd>, (or horizontal arrows in a vertical zones layout setting), since the there are no other zones to go up or down to (or righ and left to in a vertical layout setting), I'd expect FancyZones to expand the current window to Maximize on the screen, but it doens't.

The closest way to achieve maximizing is by pressing <kbd>Ctrl</kbd> + <kbd>⊞</kbd> + <kbd>Alt</kbd> + <kbd>←</kbd>/<kbd>→</kbd> twice (given I'm in the rightmost zone), but that doesn't maximize the window but rather extends over the entire screen span. The toolbars remain in an unmaximized manner.

### ✔️ Expected Behavior

When pressing <kbd>⊞</kbd> + <kbd>arrow x</kbd> and the x line (horizontal or vertical) doesn't host more than 1 zones, the window should be maximized.

### ❌ Actual Behavior

Nothing happens.

### Other Software

Windows 11 22H2 (22621.900)