Re: coverity ... new run finally

2008-09-09 Thread Alexander Dorofeyev
Dan Kegel wrote: Still a lot of NULL ptr migration issues which suck to fix, but well. 709 DEADCODEDEVENUM_ReadPinTypesdevenum/createdevenum.c 717 FORWARD_NULLDEVENUM_ReadPinTypesdevenum/createdevenum.c NULL-dereference may be a false positive from the way memory

Re: [PATCH 4/5] wined3d: Remove glDrawBuffer calls in BltOverride.

2008-09-03 Thread Alexander Dorofeyev
Henri Verbeet wrote: 2008/9/2 Alexander Dorofeyev [EMAIL PROTECTED]: I don't think this is possible yet, the variable is also used for some window/screen and upside-down coordinate magic. I do suspect that the code doing so may need to be fixed or removed, because it looks inconsistent

Re: [PATCH 4/5] wined3d: Remove glDrawBuffer calls in BltOverride.

2008-09-02 Thread Alexander Dorofeyev
Henri Verbeet wrote: 2008/8/31 Alexander Dorofeyev [EMAIL PROTECTED]: Handled in ActivateContext, must be remains of pre-context management code. --- dlls/wined3d/surface.c | 10 -- 1 files changed, 0 insertions(+), 10 deletions(-) If you're going to remove those glDrawBuffer

Re: [PATCH 3/5] wined3d: Make the condition to enter p8 conversion shader path more strict.

2008-09-02 Thread Alexander Dorofeyev
Henri Verbeet wrote: 2008/8/31 Alexander Dorofeyev [EMAIL PROTECTED]: This prevents shader path from being entered for an offscreen surface when there is p8 render target and fixes failures in ddraw visual test (with opengl rendering and RTL_READDRAW mode) and visual glitches in Red Alert

Re: Fix for rendering issues when calling GetDepthStencilSurface

2008-08-29 Thread Alexander Dorofeyev
Any reason this isn't tested? I don't know about this function in particular, but there have been games that were confused by NOT clearing output to NULL on error (not in GetDepthStencilSurface though). Also regardless of setting or not-setting to NULL, the warning may have its uses when

Re: ddraw_test crashes on windows xp sp3 (blue screen)

2008-08-24 Thread Alexander Dorofeyev
Rico Schüller wrote: Hi, the attached patch solves a hard crash on my ati mobility 9600/9700 card. The code behind the c style comments let the application crash. The code between /* */ crash the hole system. Probably there have to be another check for supported cards/extensions. This

Re: [2/2] wined3d: Use CTXUSAGE_RESOURCELOAD for ActivateContext() in color_fill_fbo()

2008-08-03 Thread Alexander Dorofeyev
H. Verbeet wrote: +IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE)); + +glDisable(GL_BLEND); +IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE)); Don't you need to also dirtify STATE_SCISSORRECT there?

Re: ddraw/tests: Skip cubemap tests when cubemap isn't supported.

2008-07-30 Thread Alexander Dorofeyev
Stefan Dösinger wrote: skip(No cubemap support\n); if you return right after that you wouldn't have to change the indention on all the rest of the code There are some tests after that block not related to cubemap which I don't want to skip. Other options are moving cubemap block of code to

Re: [PATCH 05/10][try 2] quartz/tests: Fix interface leaks in aggregation test.

2008-07-17 Thread Alexander Dorofeyev
Michael Karcher wrote: Am Donnerstag, den 17.07.2008, 20:24 +0300 schrieb Alexander Dorofeyev: +do +{ +hr = IUnknown_Release(pUnkInner); +} while (hr); Release returns a ULONG, not a HRESULT. Do we ignore the difference in Wine? I usually do not, but that's how

Re: [PATCH 1/4] ddraw: Force surfaces without memory flags to video memory on creation.

2008-07-08 Thread Alexander Dorofeyev
Stefan Dösinger wrote: I think there's code that does that for render targets. It would be good if those are combined, or the render target flag adjustment just removed if it is not needed any longer I found some code to that effect in IDirectDrawImpl_CreateNewSurface, but there the logic

Re: [quartz/tests] Make tests run on everything lower then Vista (Try 2)

2008-07-02 Thread Alexander Dorofeyev
Paul Vriens wrote: Hi, RegDeleteTreeW is only available on Vista. (Were these tests run on Windows to verify?). Yes most of it was tested on XP, except this final registry cleanup thing, sorry my mistake. Also it ran without errors with previous version of your patch on XP here. This

Re: [quartz/tests] Make tests run on everything lower then Vista (Try 2)

2008-07-02 Thread Alexander Dorofeyev
Paul Vriens wrote: I've checked this on W2K3 and WinXP-SP3 and it only creates that one registry key with one value (Default) underneath. There is another key created which isn't deleted: HKEY_CURRENT_USER\Software\Microsoft\ActiveMovie\devenum\{guid} This key has 4 values. This key is

Re: ddraw: Reset the viewport data before each test

2008-06-15 Thread Alexander Dorofeyev
I have seen this too, on a real XP machine with nvidia card. But it doesn't happen on some others, like a win98 machine I tried it on. If I remember it correctly from the time I tried to debug it, one of the calls to TransformVertices there seemed to overflow the buffer on the stack it writes

Re: ddraw: Fixed in part regression bug #13277

2008-05-22 Thread Alexander Dorofeyev
Jens Albretsen wrote: Changelog: Fixed Failure when texture was loading onto itself. Fixes in part d3d7 regression bug #13277. Still need to find a way to make d3d7 stay alive after the game releases the interface. Did you check what native does when asked to Load texture from itself?

Re: ddraw: Fixed in part regression bug #13277

2008-05-22 Thread Alexander Dorofeyev
Jens Albretsen wrote: I have no way of testing what is does native? Only got windows at work. However I can see that the game expects to be allowed to copy the surface, so I must presume that windows is doing the same else the game would not run under windows. Anyway it makes sense that it

Re: [PATCH 2/2] wined3d: Activate context for the right target in surface_blt_to_drawable.

2008-05-12 Thread Alexander Dorofeyev
Vitaliy Margolen wrote: Alexander Dorofeyev wrote: Fixes http://bugs.winehq.org/show_bug.cgi?id=12890 that affects several games locking front buffer when using readtex RT lock mode. --- -ActivateContext(device, device-render_targets[0], CTXUSAGE_BLIT); +ActivateContext(device

Re: Lots of regressions in games in last few versions

2008-05-11 Thread Alexander Dorofeyev
Vitaliy Margolen wrote: James McKenzie wrote: Vitaliy Margolen wrote: Several latest releases introduced lots and lots of regressions to a point that no games run as-is. Considering that we are at the code freeze, I'd like to see all patches that cause regressions, and all patches that

Re: Lots of regressions in games in last few versions

2008-05-11 Thread Alexander Dorofeyev
Vitaliy Margolen wrote: If developer can not tell if this is a hi risk or not, then such patch have to be marked as hi risk and should not be accepted while we are in the code freeze. Unless number of people test this patch on different hardware with different software and verify it's

Re: [PATCH] ddraw: Fix some code unprotected by ddraw lock.

2008-05-10 Thread Alexander Dorofeyev
Vitaliy Margolen wrote: Alexander Dorofeyev wrote: --- dlls/ddraw/device.c | 24 ++-- 1 files changed, 14 insertions(+), 10 deletions(-) What is this patch fixing? Do you have tests? Do you have a bug # showing the problem? Please explain why parts of the code needs

bugzilla rights request

2008-05-05 Thread Alexander Dorofeyev
Hi. I would like to have rights to change bug status. I fix some bugs myself and also occasionally do some bug-triaging, so it would be handy. Thanks.

Re: Trying to get a grip on how to handle bug reports.

2008-04-13 Thread Alexander Dorofeyev
James Hawkins wrote: On Sat, Apr 12, 2008 at 5:14 PM, Kai Blin [EMAIL PROTECTED] wrote: Hi folks, I seem to have done something wrong referring a user to a closed bug report that seemed to be related to the problem he was having. (See bug 11639 for more context) So in order to avoid me

Lots of input messages lingering in server slowing down wine tremendously?

2008-04-13 Thread Alexander Dorofeyev
Hi. There was a problem found recently in a fan-made mod of Forsaken (game), that certain input combinations were slowing wine very seriously. Holding down a keyboard button and moving mouse was found to be especially devastating to performance (200 fps to 10fps in a matter of 10-20 seconds).

Re: [PATCH 14/15] wined3d: Add device-isInDraw checks in LoadLocation.

2008-04-07 Thread Alexander Dorofeyev
programs, right? Could you add to that bug a short description of what games etc needed to reproduce these problems? Allan Tong wrote: On Sun, Apr 6, 2008 at 5:06 PM, Alexander Dorofeyev [EMAIL PROTECTED] wrote: Prevents calling ActivateContext while holding gl lock, e.g. when preloading texture

Re: [PATCH 14/15] wined3d: Add device-isInDraw checks in LoadLocation.

2008-04-07 Thread Alexander Dorofeyev
There's a little problem with consistency about these things. In various related routines and paths, there were (and still are) both places that check isInDraw and places that don't check it. read_from_framebuffer and IWineD3DSurfaceImpl_BindTexture that can be called from LoadLocation are

Re: [PATCH 03/15] wined3d: In palette9_changed skip check if dxVersion = 7.

2008-04-06 Thread Alexander Dorofeyev
Stefan Dösinger wrote: Am Sonntag, 6. April 2008 23:05:52 schrieb Alexander Dorofeyev: Stops it from producing misleading messages in apps that don't use d3d8/9 style palettes. Is there no other way to do this? In my opinion dxVersion checks are ugly and dxVersion should go away

Re: [PATCH 04/10] wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DSurfaceImpl_Release.

2008-04-03 Thread Alexander Dorofeyev
Hi. Sounds like a good idea. Unfortunately, it's too late to rework that patch as it seems to be in git by now. I suggest you send this improvement as a patch under your name. Allan Tong wrote: Perhaps the call to ActivateContext should be moved outside of the if block since there are other

Re: wined3d: Improve detection of device palette change.

2008-03-28 Thread Alexander Dorofeyev
, 28. März 2008 20:34:11 schrieb Alexander Dorofeyev: ENTER_GL(); +if (This-resource.format == WINED3DFMT_P8 || This-resource.format == WINED3DFMT_A8P8) { + for (i = 0; i This-baseTexture.levels; i++) { +if(palette9_changed((IWineD3DSurfaceImpl *)This-surfaces[i

Re: [PATCH 8/9] wined3d: remove ENTER_GL/LEAVE_GL in texture and cube texture PreLoad.

2008-03-25 Thread Alexander Dorofeyev
Why, I checked what routines get called from that ENTER_GL/LEAVE_GL block in PreLoad, and they all seem to be pretty safe. LoadTexture doesn't do gl calls itself, but it calls LoadLocation. Other calls made in PreLoad like AddDirtyRect also don't do gl calls but may call LoadLocation. So it

Re: winex11.drv: Don't add owned windows to the taskbar

2008-03-25 Thread Alexander Dorofeyev
Hi. There's a regression in IDA Pro disassembler. Nothing is added to the taskbar at all, furthermore, when you are starting debugger, before there was a window appearing that asks pass control to the application or not. Now it's not appearing, and can't be found because there's nothing on

Re: [PATCH 3/5] wined3d: Handle zero primitive count.

2008-03-23 Thread Alexander Dorofeyev
Stefan Dösinger wrote: Am Sonntag, 23. März 2008 00:59:48 schrieb Alexander Dorofeyev: Native can handle zero primitive count both when using old interfaces (execute buffers etc) and when using d3d8 interface. Wine can crash in drawprim.c routines like drawStridedSlow and possibly others too

Re: ddraw: Fix refcounting of palettes

2008-03-16 Thread Alexander Dorofeyev
Stefan Dösinger wrote: Am Sonntag, 16. März 2008 14:44:37 schrieb [EMAIL PROTECTED]: This fixes a crash in a game called Autobahnverfolgungsjagd Total (not in AppDB). I think it would be better to set pal = NULL if there is no wined3d palette returned a few lines above the place you're

Re: [PATCH 4/6] wined3d: Make code safe if there are no device palettes.

2008-03-09 Thread Alexander Dorofeyev
Roderick Colenbrander wrote: First of all it appears that this patch contains multiple patches (e.g. the direct3d9 getdc p8 check is one). I'll mention some others below. The p8 code is very sensitive to bugs and those are most of the time very hard to fix, so I'm quite strict. Various

Re: [PATCH 6/6] wined3d: Dirtify p8 textures when device palettes change.

2008-03-09 Thread Alexander Dorofeyev
in IWineD3D*Texture::PreLoad. I guess the palette9_changed call could simply be moved to PreLoad and it would accomplish something like that. Stefan Dösinger wrote: Am Sonntag, 9. März 2008 15:10:54 schrieb Alexander Dorofeyev: Fixes problems with properly updating wine's P8 textures, when

Re: [6/6] wined3d: take alpha from device palette entry for d3d 8 and later

2008-02-17 Thread Alexander Dorofeyev
one game - CC Red Alert 1 - enters that codepath, so care is needed. The comment is just a reminder that the code may need further work. Stefan Dösinger wrote: Am Montag, 18. Februar 2008 02:37:00 schrieb Alexander Dorofeyev: /*can ddraw and d3d 8 surfaces use device's palette (d3d = 8

Re: question about fixing D3DRENDERSTATE_TEXTUREMAPBLEND

2008-01-08 Thread Alexander Dorofeyev
be any use in adding such test to ddraw/tests/visual.c? Stefan Dösinger wrote: Am Montag, 7. Januar 2008 07:55:08 schrieb Alexander Dorofeyev: D3DTBLEND_MODULATE Modulate texture-blending is supported. In this mode, the RGB values of the texture are multiplied with the RGB values that would

question about fixing D3DRENDERSTATE_TEXTUREMAPBLEND

2008-01-06 Thread Alexander Dorofeyev
Hi. I found some problems with D3DRENDERSTATE_TEXTUREMAPBLEND state = D3DTBLEND_MODULATE in ddraw and handling the alpha channel. This old state is currently mapped to texture stage states, with alpha part done as IWineD3DDevice_SetTextureStageState(This-wineD3DDevice, 0, WINED3DTSS_ALPHAARG1,

Re: [5/5] wined3d: change colorkey fixup for stage 0 alphaop / alphaarg

2008-01-02 Thread Alexander Dorofeyev
Stefan Dösinger wrote: Am Mittwoch, 2. Januar 2008 12:44:24 schrieb Stefan Dösinger: Am Mittwoch, 2. Januar 2008 13:38:57 schrieb Alexander Dorofeyev: In case of colorkey emulation for a texture, if the application wants to select alpha from diffuse color at stage 0, a fixup to modulate

Re: [5/6] ddraw: fix palette copying when destination palette is NULL

2008-01-01 Thread Alexander Dorofeyev
OK, thanks a lot. Regarding vertex structure - I'm afraid I can't reuse struct vertex/nvertex, because I need a very specific format for this test (D3DFVF_XYZRHW | D3DFVF_DIFFUSE). I could probably reuse sVertexT from fogtest, but then I'll also have to set specular, that I don't really need. I

Re: [5/6] ddraw: fix palette copying when destination palette is NULL

2008-01-01 Thread Alexander Dorofeyev
Stefan Dösinger wrote: You can also try to QueryInterface old IDirect3DDevice* versions from IDirect3DDevice7, but I think this doesn't work as the COM theory says on Windows. I haven't yet tested the restrictions and implemented them because I haven't seen a game yet that depends on them.

Re: [5/6] ddraw: fix palette copying when destination palette is NULL

2007-12-31 Thread Alexander Dorofeyev
, before I submit more wrong stuff (esp. considering that I'm also trying to write a test for another issue with Aliens vs Predator 1 that I want to fix). I'm attaching the zero rhw test. Stefan Dösinger wrote: Am Montag, 31. Dezember 2007 12:43:37 schrieb Alexander Dorofeyev: The thing

Re: [5/6] ddraw: fix palette copying when destination palette is NULL

2007-12-30 Thread Alexander Dorofeyev
to obtain DX6 docs? Stefan Dösinger wrote: Am Montag, 31. Dezember 2007 03:04:02 schrieb Alexander Dorofeyev: I think there's a bug here. If pal == NULL that implies (because of preceding code) that wine_pal == NULL. So it's setting a NULL wined3d palette to the destination wined3d surface, yet

Re: [1/3] WineD3D: Fix a problem in BltOverride

2007-12-29 Thread Alexander Dorofeyev
I don't have this game, so I can't check myself, but I think that the reason of slowdown may be not only that a err message is printed, but also because it exists with error, and that means it will have to do slower, software blit. But in older versions in this situation it would try hardware

What's the status of these patches by Roderick Colenbrander?

2007-12-28 Thread Alexander Dorofeyev
WineD3D: p8 palette in alpha fix 2/2 [attempt 2] WineD3D: fix p8 GL_EXT_paletted texture bug 1/2 [attempt 2] Submitted something like 5 day ago, but I think they didn't make it to git? They are needed to fix some bugs, like this: http://bugs.winehq.org/show_bug.cgi?id=10797 Roderick, maybe you

Re: [1/3] WineD3D: Fix a problem in BltOverride

2007-12-28 Thread Alexander Dorofeyev
Hi. I think it may be the same regression I also saw in another app. At least it seems to be in that place too. Can you check if this patch helps? Maxime Bellengé wrote: Hi Stephan, Since this patch has been commited to git I have a big regression in the game Syberia.

Re: wined3d: dirtify colorkey state in IWineD3DDeviceImpl_SetTexture

2007-12-26 Thread Alexander Dorofeyev
helps. I guess it will be a better fix then. Stefan Dösinger wrote: Am Donnerstag, 27. Dezember 2007 07:27:21 schrieb Alexander Dorofeyev: Hi. Colorkey emulation by alpha test should be disabled when game sets no texture (or texture without colorkey) and reenabled when needed. Dirtifying

Re: ole32: fix wrong timeout check

2007-12-22 Thread Alexander Dorofeyev
Yeah these calculations are a headache. I could probably write now start_time || now = start_time + dwTimeout to at least avoid a hang if GetTickCount counter overflows. This won't solve not waiting the required time if, say, start_time + dwTimeout overflows, and that can also be a problem

Re: wined3d: fix check for P8 render target

2007-12-22 Thread Alexander Dorofeyev
Hi. Yes, exactly, the AVP1 game is using p8 textures and color keys on some of them for transparency. The thing is, the index_in_alpha hack DOES get enabled on its P8 3D textures, and that's the problem I'm trying to fix. I don't see the primary render target is p8 check in the code, instead it

Re: wined3d: fix check for P8 render target

2007-12-22 Thread Alexander Dorofeyev
Yes your patch fixes most problems (there are some remaining issues but they were not fixed by mine either). Roderick Colenbrander wrote: Hi. Yes, exactly, the AVP1 game is using p8 textures and color keys on some of them for transparency. The thing is, the index_in_alpha hack DOES get

skype regression (kernel32 / winedos)

2007-12-22 Thread Alexander Dorofeyev
Hi. Unfortunately, Skype stopped working in git wine, it crashes shortly after start. Commit found via bisect: http://source.winehq.org/git/wine.git/?a=commit;h=e2a366ce338d5b6b0f3c8962d70134f8d4e87f3b kernel32: Forward interrupts in 32-bit code to winedos too last messages with +io,+int:

Re: [3/5] wined3d: create IWineD3DDeviceImpl_ClearSurface routine

2007-12-17 Thread Alexander Dorofeyev
with some diff options or combine 3 5. Stefan Dösinger wrote: Am Montag, 17. Dezember 2007 04:56:14 schrieb Alexander Dorofeyev: --- dlls/wined3d/device.c | 162 dlls/wined3d/wined3d_private.h | 3 + 2 files changed, 165 insertions

Re: ENTER_GL and ActivateContext question

2007-12-16 Thread Alexander Dorofeyev
Hi. Stefan Dösinger wrote: Am Samstag, 15. Dezember 2007 12:19:36 schrieb Alexander Dorofeyev: This seems to be specific to front buffer. Maybe glFlush really should be called in BltOverride (or clearing subroutine) if the target is front buffer? Yes, glFlush() has to be called when writing

Re: ENTER_GL and ActivateContext question

2007-12-14 Thread Alexander Dorofeyev
overhead and direct implementation access. The function could be inlined as well, but I am not sure if that works across .c files. From 017f0600dccb3fd99af61b941676a6aa2b18d733 Mon Sep 17 00:00:00 2001 From: Alexander Dorofeyev [EMAIL PROTECTED] Date: Sat, 15 Dec 2007 01:56:44 -0800 Subject: [PATCH

Re: ENTER_GL and ActivateContext question

2007-12-13 Thread Alexander Dorofeyev
Hello. I've spent some time trying to get into this stuff and what can be improved in IWineD3DSurfaceImpl_BltOverride. Code that does glDrawBuffer in the Colorfill path and possibly elsewhere indeed appears to be redundant to ActivateContext and probably should go. That's in theory :), in

Re: ENTER_GL and ActivateContext question

2007-12-10 Thread Alexander Dorofeyev
software emulation fixme - I'll probably submit this to bugzilla). Stefan Dösinger wrote: Am Montag, 10. Dezember 2007 18:39:49 schrieb Alexander Dorofeyev: Hello. I was recently experimenting with a fix that involved ActivateContext and needed to figure out whether it is ok if ActivateContext

Re: GetMessage related Jagged Alliance 2 regression

2007-12-09 Thread Alexander Dorofeyev
with this patch applied for a substantial time, no problems noticed. Sorry for the noise, if you've already seen it. Alexandre Julliard wrote: Alexander Dorofeyev [EMAIL PROTECTED] writes: I'm not sure what would be a proper fix, although I did find out that commenting out this line in peek_message

ENTER_GL and ActivateContext question

2007-12-09 Thread Alexander Dorofeyev
Hello. I was recently experimenting with a fix that involved ActivateContext and needed to figure out whether it is ok if ActivateContext is called inside ENTER_GL()... LEAVE_GL() (also if recursive ENTER_GL is ok). At first I tried to look for example code in wined3d/surface.c, which

GetMessage related Jagged Alliance 2 regression

2007-12-06 Thread Alexander Dorofeyev
Hello. I get freezes in Jagged Alliance 2 (seems to be tied to moving the mouse). It used to work in older versions. The game doesn't lock up totally (the music and sounds continue to play normally, for example), but the screen doesn't redraw and it doesn't respond to input. Activating some other

Re: [1/3] comctl32: Do not call parent of tool window for tip text

2007-10-28 Thread Alexander Dorofeyev
Hi. Thanks for your input. I did download this application, and, yeah, it appears that my patch regresses it. However, I did a bit of debugging of my own and I don't think that the real problem in RAdmin case is not sending the message to the parent, just like it isn't in DCPlusPlus, the real

Re: [1/3] comctl32: Do not call parent of tool window for tip text

2007-10-28 Thread Alexander Dorofeyev
From what I've seen in +tooltips,+toolbar,+msg logs and from running the apps in IDA Pro disassembler, it works like follows: * TOOLTIPS_GetTipText calls TOOLTIPS_GetDispInfoA/W * TOOLTIPS_GetDispInfoA/W sends TTN_GETDISPINFO(=TTN_NEEDTEXT) notification to tool's notify window, which is

any clues as to what's wrong with patches (system palette entries)?

2007-10-24 Thread Alexander Dorofeyev
Hello. I've sent a patch that changes X11DRV_GetSystemPaletteEntries behavior and a test something like a week ago. I guess they fell into that so called not obviously correct category (or maybe not correct at all one). I'll appreciate any comments or suggestions on possible improvements.