Re: Spore patch to fix UI and Part descriptions

2008-08-21 Thread H. Verbeet
2008/8/21 Stefan Dösinger [EMAIL PROTECTED]: These changes may be correct, but they need a test. Take a look at dlls/d3d9/tests/device.c to see how the other tests look. I guess the changes are likely to be correct, but they have to be tested Not in its current form, there's a C++ comment

Re: wined3d/d3d9: Set the initial scissor rect to the window size

2008-08-21 Thread H. Verbeet
2008/8/21 Rico Schüller [EMAIL PROTECTED]: +/* Set the scissor rect values */ +scissor.left=0; +scissor.right=ThisDevice-ddraw_width; +scissor.top=0; +scissor.bottom=ThisDevice-ddraw_height; +IWineD3DDevice_SetScissorRect(device, scissor); + Are you sure you

Re: #1 winhttp: Add a handle management implementation.

2008-08-15 Thread H. Verbeet
2008/8/15 Hans Leidekker [EMAIL PROTECTED]: +HINTERNET alloc_handle( object_header_t *hdr ) +{ +object_header_t **p; +ULONG_PTR handle = 0, num; + +list_init( hdr-children ); + +EnterCriticalSection( handle_cs ); +if (!max_handles) +{ +num =

Re: Flaky tests are starting to get real annoying...

2008-08-14 Thread H. Verbeet
The d3d9 one is probably a driver bug, not sure about the ddraw one. If it's much of an issue, it might be worth to run the tests using Mesa instead.

Re: What to do when size of the struct differs on 32 and 64 bit?

2008-08-13 Thread H. Verbeet
2008/8/13 Vitaliy Margolen [EMAIL PROTECTED]: While debugging some force-feedback issues ran into an interesting problem. The size of one struct from include/linux differs between 32-bit and 64-bit. That wouldn't be a major problem except that size is the part of the ioctl() request. Which

Re: Flaky tests are starting to get real annoying...

2008-08-13 Thread H. Verbeet
2008/8/12 Dan Kegel [EMAIL PROTECTED]: d3d9:visual.c What kind of failures are you seeing there, and with which drivers? (The test should at least pass with recent Mesa versions as long as the GLSL extensions are disabled)

Re: What to do when size of the struct differs on 32 and 64 bit?

2008-08-13 Thread H. Verbeet
2008/8/13 Michael Karcher [EMAIL PROTECTED]: Yes, but if wine runs on a 64 bit kernel, the kernel does not handle the request, as it only recognizes the 64 bit request, if I understood Vitaliy correct. I consider that a kernel bug. I'd say so, yeah.

Re: Is Wine portable to ARM arch?

2008-08-08 Thread H. Verbeet
2008/8/8 Stefan Dösinger [EMAIL PROTECTED]: Very likely but you run into the following: 1. Windows programs are written for the x86 processor. Is there an x86 emulator for the ARM arch? You could run wince / windows mobile apps which are often ARM native. Unfortunately WinCE isn't

Re: d3dx9: Implementation of D3DXGetDeclLength

2008-08-05 Thread H. Verbeet
2008/8/5 Luis Busquets [EMAIL PROTECTED]: +static const D3DVERTEXELEMENT9 lc={0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}; What do you use this for? +while ((pdecl+i)-Stream!=0xFF) +{ +i++; You might as well increment pdecl itself. Also keep in mind that Alexandre won't be back before

Re: d3dx9: Implementation of D3DXMatrixDecompose 2/2

2008-08-05 Thread H. Verbeet
2008/8/5 David Adam [EMAIL PROTECTED]: Hi, some remarks +if (((*poutscale).x==0)||((*poutscale).y==0)||((*poutscale).z==0)) should be +if ((poutscale-x==0)||(poutscale-y==0)||(poutscale-z==0)) To add to that, you really should test your error paths in your test case. Also: +

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

2008-08-04 Thread H. Verbeet
2008/8/3 Alexander Dorofeyev [EMAIL PROTECTED]: H. Verbeet wrote: +IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE)); + +glDisable(GL_BLEND); +IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE)); Don't you need

Re: [3/3] wined3d: Handle CTXUSAGE_BLIT with offscreen targets and FBO ORM

2008-08-04 Thread H. Verbeet
2008/8/4 Stefan Dösinger [EMAIL PROTECTED]: This is mostly for correctness, in practice we should always be able to avoid using CTXUSAGE_BLIT for offscreen targets when FBO ORM is used. Not always actually. With my upcoming patches to perform YUV conversion in Blt I'll have to avoid the

Re: d3dx9: Implementation of D3DXMatrixDecompose and tests

2008-08-04 Thread H. Verbeet
2008/8/4 Luis Busquets [EMAIL PROTECTED]: +#include d3d9.h ... +#define module(vx,vy,vz) sqrt((vx)*(vx)+(vy)*(vy)+(vz)*(vz)) ... +#include stdio.h You don't really need those.

Re: [1/10] WineD3D: Call glFlush outside the GL lock

2008-08-04 Thread H. Verbeet
2008/8/4 Stefan Dösinger [EMAIL PROTECTED]: +/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever + * fails + */ I think explaining why there's no ENTER_GL()/LEAVE_GL() is more important there.

Re: [9/10] WineD3D: Test formats for surface support

2008-08-04 Thread H. Verbeet
2008/8/4 Stefan Dösinger [EMAIL PROTECTED]: +if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE; This is redundant, the depthstencil formats should already be caught by the CheckTextureCapability() call. I think you should set this up the same way as

Re: [4/10] WineD3D: Implement overlay position tracking

2008-08-04 Thread H. Verbeet
2008/8/4 Stefan Dösinger [EMAIL PROTECTED]: and will be done in another patch wave. About those... could you spread them out a bit? It's quite a bit of code to review, and right now I probably don't look as close as I probably should.

Re: [7/9] WineD3D: Always load glFinish and glFlush from opengl32.dll

2008-08-03 Thread H. Verbeet
2008/8/3 Stefan Dösinger [EMAIL PROTECTED]: +/* glFinish and glFlush are always loaded from opengl32.dll, this the always have + * __stdcall calling convention + */ In theory WINAPI could be something else than __stdcall.

Re: [3/9] WineD3D: Beware of the frontbuffer coordinate system difference

2008-08-03 Thread H. Verbeet
2008/8/3 Stefan Dösinger [EMAIL PROTECTED]: +src_rect-x1 -= offset.x; dst_rect-x2 -=offset.x; Why are you modifying dst_rect here?

Re: [7/9] WineD3D: Always load glFinish and glFlush from opengl32.dll

2008-08-03 Thread H. Verbeet
2008/8/3 Stefan Dösinger [EMAIL PROTECTED]: The code uses __stdcall, not WINAPI, if USE_WIN32_OPENGL is defined, thus I've used __stdcall here too What code? The exports in opengl32.dll are WINAPI. (It would only really make a difference for Win64, I guess)

Re: d3d9: fix device crashing on Vista.

2008-07-31 Thread H. Verbeet
2008/7/30 Reece Dunn [EMAIL PROTECTED]: SetMaterial crashes when passed a NULL argument. If you're going to do that, you might as well remove the entire test. I think this test has caused trouble before.

Re: [3/7] WineD3D: Beware of the frontbuffer coordinate system difference

2008-07-31 Thread H. Verbeet
You'll need to modify stretch_rect_fbo() as well.

Re: [5/7] WineD3D: Only set D3D caps when GL was loaded successfully

2008-07-31 Thread H. Verbeet
2008/7/31 Stefan Dösinger [EMAIL PROTECTED]: +if(Adapters[0].opengl) { Shouldn't you be checking the adapter for which the caps are requested instead?

Re: d3dx8: Implement D3DXBoxBoundProbe

2008-07-30 Thread H. Verbeet
Looks good in principle, but I've still got a few comments: +if ( praydirection-x = 0.0f ) +{ + tmin = ( pmin-x - prayposition-x ) / praydirection-x; + tmax = ( pmax-x - prayposition-x ) / praydirection-x; +} ... +if ( tmax 0.0f ) return FALSE; This will break if

Re: Final Final patch on setrenderstate

2008-07-30 Thread H. Verbeet
2008/7/30 Chris Ahrendt [EMAIL PROTECTED]: I thought of moving the if statement which is at the bottom of the function to the begining as I am not sure why you would want to reassign the same value then check to see if it was the same.. Why are you doing it that way? Please be more careful

Re: [PATCH 4/5] quartz: Make the vmr-9 implementation work

2008-07-30 Thread H. Verbeet
I just looked the patch over quickly since you mentioned d3d9, but here are a few things I noticed: +hr = IDirect3DSurface9_LockRect(info-lpSurf, lock, NULL, D3DLOCK_DISCARD); +assert(hr == S_OK); ... +hr = IDirect3DDevice9_Clear(This-d3d9_dev, 0, NULL, D3DCLEAR_TARGET,

Re: d3dx8: Implement D3DXBoxBoundProbe

2008-07-30 Thread H. Verbeet
Looks ok to me.

Re: d3dx8: Implement D3DXBoxBoundProbe

2008-07-30 Thread H. Verbeet
2008/7/30 David Adam [EMAIL PROTECTED]: I forgot to add a change recommended by Henri. Now, everything should be fine. Oops, missed that myself as well :-)

Re: Final Final patch on setrenderstate

2008-07-30 Thread H. Verbeet
2008/7/30 Chris Ahrendt [EMAIL PROTECTED]: What do you mean ? The code doesn't actually do what you say it does.

Re: [2]wined3d: rework surface Blt a bit to only lock the part of the destination surface being drawn to

2008-07-30 Thread H. Verbeet
2008/7/30 Aric Stewart [EMAIL PROTECTED]: --- dlls/wined3d/surface_base.c | 122 +++ 1 files changed, 65 insertions(+), 57 deletions(-) Looks reasonable to me, although you might want to wait for Stefan to look it over as well.

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

2008-07-30 Thread H. Verbeet
2008/7/30 Stefan Dösinger [EMAIL PROTECTED]: DeviceLoadTest is quite big, does splitting up make sense? Otherwise, what you say is fair enough - I do not care too much about code beauty in the tests as long as the tests work(since one hardly ever reads the test or does lots of work on it, and

Re: wined3d: Call apply_fbo_state() from inside ActivateContext()

2008-07-29 Thread H. Verbeet
2008/7/29 Vitaliy Margolen [EMAIL PROTECTED]: H. Verbeet wrote: This should prevent setting an incorrect draw buffer when an FBO is active. This patch breaks Psychonauts and possibly other multi-threaded games with OffscreenRendering=FBO on Nvidia hardware. I thought you said

Re: wined3d: Call apply_fbo_state() from inside ActivateContext()

2008-07-29 Thread H. Verbeet
2008/7/29 Alexandre Julliard [EMAIL PROTECTED]: It doesn't work here: ../../../tools/runtest -q -P wine -M d3d9.dll -T ../../.. -p d3d9_test.exe.so visual.c touch visual.ok visual.c:8465: Tests skipped: D3DFMT_G16R16F textures not supported visual.c:8465: Tests skipped: D3DFMT_G32R32F

Re: [3/5] WineD3D: Optimize the fragment processing description

2008-07-28 Thread H. Verbeet
2008/7/28 Stefan Dösinger [EMAIL PROTECTED]: Mostly because I've written this code before you mentioned them to me. I think it can't hurt to ask Alexandre if bitfields are ok to use in Wine. How's the support among compilers(older gcc versions? Non-gcc compilers like icc and msvc?) Afaik

Re: [5/5] WineD3D: Implement an ARB_fragmen_program fixed function pipeline

2008-07-28 Thread H. Verbeet
2008/7/28 Stefan Dösinger [EMAIL PROTECTED]: This enables the replacement pretty much unconditionally... do we want that? I'd say so, unless we have evidence that it's a bad idea to do enable it somewhere, and the drawback isn't fixable. I don't mind having it on by default, but I think it

Re: Device.c and set render states

2008-07-28 Thread H. Verbeet
2008/7/28 Chris Ahrendt [EMAIL PROTECTED]: Please comment on the attached patch and let me know what you think.. Almost all of my comments on the original patch still stand. In addition, you're adding trailing spaces, and you've got an unnecessary whitespace change in there.

Re: d3dx8: patch1: Implement D3DXBoxBoundProbe

2008-07-28 Thread H. Verbeet
2008/7/27 David Adam [EMAIL PROTECTED]: + ortho = D3DXVec3Dot(praydirection, normal[i]); + if ( ortho ) + { + t = D3DXVec3Dot(praydirection, normal[i]) / ortho; This doesn't make much sense, t will always be close to zero this way. +rayposition.x = -3.0f; rayposition.y =

Re: d3dx8: patch1: Implement D3DXBoxBoundProbe

2008-07-28 Thread H. Verbeet
2008/7/28 H. Verbeet [EMAIL PROTECTED]: 2008/7/27 David Adam [EMAIL PROTECTED]: + ortho = D3DXVec3Dot(praydirection, normal[i]); + if ( ortho ) + { + t = D3DXVec3Dot(praydirection, normal[i]) / ortho; This doesn't make much sense, t will always be close to zero this way

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-28 Thread H. Verbeet
2008/7/28 Chris Ahrendt [EMAIL PROTECTED]: Problem with this is if any of the above values change for whatever reason then it breaks the verification. I agree for the most part that testing the range makes sense but I think in this case it is safer to do it this way. But if the general

Re: wined3d: in surface Blt when source and destination are not the same only lock the part of the destination surface that is requested to copy to.

2008-07-28 Thread H. Verbeet
2008/7/28 Aric Stewart [EMAIL PROTECTED]: +if (Src != This) +{ +xdst.top = 0; +xdst.bottom = DestRect-bottom - DestRect-top; +xdst.left = 0; +xdst.right = DestRect-right - DestRect-left; +} This will still break the

Re: wined3d: in surface Blt when source and destination are not the same only lock the part of the destination surface that is requested to copy to.

2008-07-28 Thread H. Verbeet
2008/7/28 Aric Stewart [EMAIL PROTECTED]: I am unsure if you are thinking i should be concerned about the mirrored or flipped destinations as i will admit I have no idea what that entails. I seem to remember that Blt allowed top bottom and left right in the source and destination rectangles,

Re: d3dx8: [patch 2/2] Implement D3DXBoxBoundProbe

2008-07-28 Thread H. Verbeet
2008/7/28 David Adam [EMAIL PROTECTED]: + ortho = D3DXVec3Dot(praydirection, normal[i]); + if ( ortho D3DXVec3Subtract(difference, point, prayposition) ) + { + t = D3DXVec3Dot(difference, normal[i]) / ortho; While correct, due to the fact that the box is axis-aligned, this

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread H. Verbeet
--- device_old.c2008-07-25 11:42:25.0 -0400 +++ device.c2008-07-26 21:07:45.0 -0400 Unrelated to the patch, but if you intend to work on Wine, I'd strongly recommend you setup git first. +#define D3DBLEND_INVSRCCOLOR 4 You shouldn't use d3d8 or d3d9 definitions in

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread H. Verbeet
2008/7/27 Chris Ahrendt [EMAIL PROTECTED]: I did not copy and paste from MSDN.. I used the rules defined in the statelemt.. I can remove the comment if that is what you are talking about? But the code itself I did myself... Documentation is copyrighted.

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread H. Verbeet
2008/7/27 Chris Ahrendt [EMAIL PROTECTED]: Oh I also forgot... I believe that set render state is primarily called at the init of the app so should not overly effect the performance of the application. Well, no, it pretty much gets called all the time. + /* Valid Values are between 0

Re: [3/5] WineD3D: Optimize the fragment processing description

2008-07-27 Thread H. Verbeet
Is there any particular reason you're not simply using the compiler's support for bit-fields?

Re: GL_INVALID_ENUM errors with FBO

2008-07-26 Thread H. Verbeet
2008/7/25 Vitaliy Margolen [EMAIL PROTECTED]: Ok I think I see the problem: 0045:trace:d3d_surface:surface_load_ds_location before bind_fbo 0045:trace:d3d:bind_fbo 0x14f474 - 0 0045:trace:d3d:bind_fbo glGenFramebuffersEXT() - 2 @ ../../../wine.git/dlls/wined3d/device.c:6084 call ok

Re: GL_INVALID_ENUM errors with FBO

2008-07-26 Thread H. Verbeet
2008/7/26 Vitaliy Margolen [EMAIL PROTECTED]: So if we need to create an fbo for each thread, does that mean that everything needs to be rebound to it on the context switch? It would mostly mean that apply_fbo_state() would need to track things per-context rather than per-device. I guess that

Re: GL_INVALID_ENUM errors with FBO

2008-07-26 Thread H. Verbeet
2008/7/26 Allan Tong [EMAIL PROTECTED]: You could try the attached hack patch to see if it fixes the problem you're seeing. It completely ignores FBO cleanup, but it should avoid the driver bug. It's not *that* easy. You'll need to adjust the code in apply_fbo_state() as well.

Re: EverQuest2.exe and context.c

2008-07-25 Thread H. Verbeet
The backtraces of the crash are attached in 12929 which is a general catch all for the ATI issues. Well, no. 12929 is about a rather specific problem where fglrx crashes when trying to use GL_ATI_envmap_bumpmap or GL_ATI_separate_stencil. (And for what it's worth, that bug won't go anywhere

Re: DSurface optimization, comments requested

2008-07-25 Thread H. Verbeet
2008/7/25 Aric Stewart [EMAIL PROTECTED]: -IWineD3DSurface_LockRect(iface, dlock, NULL, 0); +IWineD3DSurface_LockRect(iface, dlock, DestRect, 0); dfmt = This-resource.format; slock = dlock; I don't think you can simply insert DestRect there, unless it's the same

Re: GL_INVALID_ENUM errors with FBO

2008-07-25 Thread H. Verbeet
2008/7/25 Vitaliy Margolen [EMAIL PROTECTED]: BTW this is a driver crash in libglcore.so with what appears to be a null-pointer dereference. I'm trying to play with your code to see how to fix it. Thanks.

Re: one liner patch to stop crash, everquest2.exe

2008-07-24 Thread H. Verbeet
2008/7/24 Andrew Fenn [EMAIL PROTECTED]: Any suggestion on where to go from here? Does this need more discussion elsewhere or should a simple return WINED3DERR_INVALIDCALL do it? I'm having trouble understanding where I should be checking for this error and returning an the invalid call.

Re: one liner patch to stop crash, everquest2.exe

2008-07-24 Thread H. Verbeet
certainly worth a try to see if it fixes the game. It'll involve There should be a You'll still need a test case though. somewhere in that line.

Re: GL_INVALID_ENUM errors with FBO

2008-07-24 Thread H. Verbeet
2008/7/24 Vitaliy Margolen [EMAIL PROTECTED]: I've been trying to track some of the errors that I get with different games. To do that I've added some extra traces and this is what I see: fixme:d3d_surface:read_from_framebuffer_texture glReadBuffer(0x405) was 0x8ce0 GL_INVALID_ENUM (0x500) @

Re: d3dx8 [try 2]: Implement D3DXSphereBoundProbe

2008-07-24 Thread H. Verbeet
2008/7/23 David Adam [EMAIL PROTECTED]: +#include stdio.h +#include stdlib.h +#include stdarg.h +#include assert.h + +#define NONAMELESSUNION ... +#include assert.h I don't think you need those. (I should've noticed this in the first patch, sorry for that.)

Re: GL_INVALID_ENUM errors with FBO

2008-07-24 Thread H. Verbeet
2008/7/24 Vitaliy Margolen [EMAIL PROTECTED]: side affects. But the full version of Psychonauts crashes after initial videos. Same as it did when we had problems with multi-threaded games. Is that a regression introduced by the patch?

Re: d3dx8: implement D3DXSphereBoundProbe

2008-07-23 Thread H. Verbeet
2008/7/22 David Adam [EMAIL PROTECTED]: +b = pow(D3DXVec3Dot(difference, praydirection), 2); Maybe I'm just bad at math, but shouldn't that just be b = D3DXVec3Dot(difference, praydirection); (The test case doesn't really help there) +ok(result == TRUE, expected FALSE, received TRUE\n);

Re: one liner patch to stop crash, everquest2.exe

2008-07-21 Thread H. Verbeet
2008/7/21 Stefan Dösinger [EMAIL PROTECTED]: Is the shader backend recreated properly after the reset? Just to clarify, in dlls/wined3d/device.c, IWineD3DDeviceImpl_Reset(), line 7355 there's a call to shader_alloc_private(). This call is supposed to recreate This-shader_priv.

Re: one liner patch to stop crash, everquest2.exe

2008-07-21 Thread H. Verbeet
2008/7/21 Andrew Fenn [EMAIL PROTECTED]: fixme:d3d9:IDirect3DDevice9Impl_Reset RESET DEVICE fixme:d3d_shader:shader_glsl_free FREE SHADER fixme:d3d:IWineD3DDeviceImpl_Reset BEFORE, hr: 0x fixme:d3d:IWineD3DDeviceImpl_Reset AFTER, hr: 0x fixme:d3d9:IDirect3DDevice9Impl_Reset

Re: one liner patch to stop crash, everquest2.exe

2008-07-21 Thread H. Verbeet
2008/7/21 Andrew Fenn [EMAIL PROTECTED]: Here's my uneducated idea about what's happening, it's calling the USER_SetWindowPos() in /user32/winpos.c to an x and y of 0 which goes off to SendMessageW. SendMessageW calls send_message which in turn calls call_window_proc. At this point something

Re: [5/6] WineD3D: Remove some #ifdefs

2008-07-21 Thread H. Verbeet
Right now it's simply broken of course. The extension being defined in the header is no guarantee the driver actually supports it.

Re: one liner patch to stop crash, everquest2.exe

2008-07-17 Thread H. Verbeet
2008/7/17 Andrew Fenn [EMAIL PROTECTED]: I added a check to make sure This-shader_priv wasn't null. Before Everquest2.exe would crash when I tried to alt+enter from windowed mode. This stops it crashing wine. This-shader_priv shouldn't be NULL. It probably means the backend was already

Re: one liner patch to stop crash, everquest2.exe

2008-07-17 Thread H. Verbeet
2008/7/17 Andrew Fenn [EMAIL PROTECTED]: I noticed this function gets called twice when doing an alt+enter to full screen. From where?

Re: one liner patch to stop crash, everquest2.exe

2008-07-17 Thread H. Verbeet
2008/7/17 Andrew Fenn [EMAIL PROTECTED]: Not sure, I just figured it was the program that was doing it? I'll try and figure it out and reply back to you as soon as I can. Obvious candidates would be Reset or Uninit3D in device.c, but at first sight those appear to be safe to call multiple

Re: one liner patch to stop crash, everquest2.exe

2008-07-17 Thread H. Verbeet
2008/7/17 Andrew Fenn [EMAIL PROTECTED]: Here's what I got from the debug log. Backtrace: =1 0x7e43e9b3 shader_glsl_free+0x23(iface=0x19c4b8) [/home/andrew/wine/wine/dlls/wined3d/glsl_shader.c:3491] in wined3d (0x0032e918) 2 0x7e41f318 IWineD3DDeviceImpl_Reset+0x198(iface=0x19c4b8,

Re: [1/10] WineD3D: Add extension information to the states

2008-07-16 Thread H. Verbeet
2008/7/16 Ivan Gyurdiev [EMAIL PROTECTED]: I don't know about that - a pointer called is_something_supported seems just as readable to me. There's certainly the option to use that instead in the future, but for the moment I think the single extension check should work well enough for the

Re: [4/8] [d3d9] handle invalid usage/pool combinations in CreateVolumeTexture

2008-07-14 Thread H. Verbeet
2008/7/14 Tobias Jakobi [EMAIL PROTECTED]: Hi there, this patchset fixes conformance of volumes/volumetextures creation (plus locking) in d3d8 and d3d9. Currently creating volumes/volumetextures always succeeds regardless of the usage and pool type specified. A testcase for both d3d8 and

Re: [4/8] [d3d9] handle invalid usage/pool combinations in CreateVolumeTexture

2008-07-14 Thread H. Verbeet
2008/7/14 Stefan Dösinger [EMAIL PROTECTED]: As you note in your comment, most of this should go into wined3d. I also think this should for the most part use the same code that is used for CheckDeviceFormat in dlls/wined3d/directx.c. Roderick would probably be able to help you best there, but

Re: What's the holdup with RegisterHotKey and UnregisterHotKey??

2008-07-10 Thread H. Verbeet
2008/7/10 James Hawkins [EMAIL PROTECTED]: If more people knew the answer to your question, it would probably be implemented by now :-) Usually the reason to move something into the server is to share common functionality, with each frontend (X11, quartz) augmenting that common backend with

Re: [1/3] [d3d8] Add testcase for IDirect3DDevice8::CreateImageSurface

2008-07-08 Thread H. Verbeet
2008/7/7 Tobias Jakobi [EMAIL PROTECTED]: The test doesn't get run this way. If it did it would fail of course, so you should either submit the test after your second patch, or put the ok that tests the pool type inside a todo_wine block and remove it again in your second patch.

Re: [1/3] [d3d8] Add testcase for IDirect3DDevice8::CreateImageSurface (correct)

2008-07-08 Thread H. Verbeet
Looks ok to me.

Re: Pipeline separation preview

2008-07-06 Thread H. Verbeet
Looks good to me. You should probably start submitting it bit by bit, see if any regression come up, although it looks pretty safe to me.

Re: wined3d: Fix a deadlock that may occur during initialization

2008-07-03 Thread H. Verbeet
2008/7/3 Maarten Lankhorst [EMAIL PROTECTED]: - * Copyright 2007-2008 Stefan Dösinger for CodeWeavers + * Copyright 2007-2008 Stefan D�singer for CodeWeavers You shouldn't be changing Stefan's name though.

Re: [RESEND]Make wine_glGetString() return NULL on null gl context - Solves Bug 13599

2008-07-02 Thread H. Verbeet
2008/7/1 Massimo Del Fedele [EMAIL PROTECTED]: + if(NtCurrentTeb()-glContext == NULL) +return NULL; + Alexandre said on IRC that you should probably use wglGetCurrentContext() there, rather than using NtCurrentTeb() directly.

Re: [1/2] wined3d: Report post pixelshader blending on WINED3DFMT_A16B16G16R16F

2008-06-23 Thread H. Verbeet
2008/6/23 Roderick Colenbrander [EMAIL PROTECTED]: Hi, I don't think we should implement it this way. For instance on GeforceFX cards blending is performed in software. Not too long ago (before 1.0) I also sent a patch for this e.g. by doing an extension check. I think I checked for

Re: [d3d8] Fix CreateImageSurface implementation (with testcase)

2008-06-21 Thread H. Verbeet
2008/6/20 Tobias Jakobi [EMAIL PROTECTED]: However I think the comment should stay there. I don't think the MSDN docs are updated in the near future, at least what D3D9 is concerned (now that D3D10 is more and more used). So in case someone is wondering why the implementation of wine differs

Re: [d3d8] Fix CreateImageSurface implementation (with testcase)

2008-06-20 Thread H. Verbeet
2008/6/20 Tobias Jakobi [EMAIL PROTECTED]: Patch fixes a problem with the IDirect3DDevice8::CreateImageSurface implementation (wrong pool type of the returned surface object). This fixes savegame screenshot bugs (black images instead of game scenes) in both Max Payne and Max Payne 2.

Re: Revert wined3d: Put implicit surfaces into drawable on unload.

2008-06-02 Thread H. Verbeet
2008/6/2 Vitaliy Margolen [EMAIL PROTECTED]: This reverts commit 0de167db9e2ef6c62ba48b050bc3d0ba2638467f. Fixes bug 12794 and probably others related to the black screen with enabled FBO. --- dlls/wined3d/surface.c | 11 ++- 1 files changed, 2 insertions(+), 9 deletions(-) I've

Re: [2/2] wined3d: Set the surface location to SFLAG_INSYSMEM for depth stencils on Reset

2008-06-02 Thread H. Verbeet
2008/6/2 Stefan Dösinger [EMAIL PROTECTED]: Am Montag, 2. Juni 2008 21:12:54 schrieb H. Verbeet: This fixes a rather major regression when using FBOs for offscreen rendering. Since we destroy the GL texture associated with the surface, and INDRAWABLE and INTEXTURE are the same for offscreen

Re: Disabling Compiz (Was: uninformed musings on ddraw + bugs 2082 and 1347 + dib engine)

2008-05-29 Thread H. Verbeet
2008/5/29 Stefan Dösinger [EMAIL PROTECTED]: However, windows has a DLL which allows apps to disable Aero manually, I think that's wdm.dll. dwmapi.dll, iirc.

Re: ws2_32: Add support for FROM_PROTOCOL_INFO to WSASocket()

2008-05-26 Thread H. Verbeet
2008/5/26 Dmitry Timoshkov [EMAIL PROTECTED]: Kai Blin [EMAIL PROTECTED] wrote: +{FROM_PROTOCOL_INFO, FROM_PROTOCOL_INFO}, }; Although it was the case before, it's a mistake to have a comma after the last struct member initializer. It is? KR seems to use both, so I preferred

Re: [5/5] d3d9: Test our texop implementation

2008-05-24 Thread H. Verbeet
2008/5/24 Stefan Dösinger [EMAIL PROTECTED]: Am Samstag, 24. Mai 2008 10:33:42 schrieb H. Verbeet: The color_match() function which this test introduces should be used for the other visual tests that require an approximate match as well, but doing this is outside the scope of this patch. Dan

Re: Adding d3d9x_xx dlls to winetricks?

2008-05-21 Thread H. Verbeet
2008/5/21 Dan Kegel [EMAIL PROTECTED]: So... lots of people are going around installing all of directx, and maybe all they needed was, say, d3d9x_35. That's not good. This sounds like a job for winetricks! But I know nothing about direct3d. Could somebody have a look at this draft and see

Re: Adding d3d9x_xx dlls to winetricks?

2008-05-21 Thread H. Verbeet
2008/5/21 Stefan Dösinger [EMAIL PROTECTED]: I think the proper thing to do is to install the DirectX runtime / redistributable. It installs all the DLLs and registers them in the registry etc. Isn't that what we're trying to avoid?

Re: Adding d3d9x_xx dlls to winetricks?

2008-05-21 Thread H. Verbeet
2008/5/21 Stefan Dösinger [EMAIL PROTECTED]: But I personally prefer installing the full runtime over copying the selected DLLs, because it provides a proper setup for the libraries, like self-registration, other libs like dplay, etc. Self-registration is especially important for directplay,

Re: [1/7] D3D9: Make the offscreen format test a bit more tolerant

2008-04-24 Thread H. Verbeet
2008/4/24 Stefan Dösinger [EMAIL PROTECTED]: FWIW, for my texop test I wrote a function to do this in a generic way. I'll probably submit that in the next few days.

Re: Spelling fixes

2008-04-22 Thread H. Verbeet
On 22/04/2008, Austin English [EMAIL PROTECTED] wrote: -/* Declare loop registers aLx */ +/* Declare loop registers alx */ for (i = 0; i reg_maps-loop_depth; i++) { shader_addline(buffer, int aL%u;\n, i); shader_addline(buffer, int tmpInt%u;\n, i); As can be

Re: WINED3D: Fix a possible null dereference.

2008-04-19 Thread H. Verbeet
On 19/04/2008, David Adam [EMAIL PROTECTED] wrote: The Sting Demo calls the function IDirect3DDeviceImpl_7_SetMaterial (in ddraw/device.c) with Mat=NULL. Then, this makes the function IWineD3DDeviceImpl_SetMaterial (in wined3d/device.c) crashes in the line This-updateStateBlock-material =

Re: WINED3D: Fix a possible null dereference (try 2)

2008-04-19 Thread H. Verbeet
On 19/04/2008, David Adam [EMAIL PROTECTED] wrote: This time, with tests for d3d8 and d3d9. David Adam Looks mostly ok, but you do need a \n at the end of these ok messages: +ok(hr == D3DERR_INVALIDCALL, Expected D3DERR_INVALIDCALL, got %s, DXGetErrorString8(hr)); +ok(hr ==

Re: [PATCH 2/2] wined3d: Prevent console spamming in drawPrimitive.

2008-04-18 Thread H. Verbeet
On 18/04/2008, Alexander Dorofeyev [EMAIL PROTECTED] wrote: Fixes massive slowdown in games like Aliens vs Predator 2. If you care about performance you should always run with WINEDEBUG=-all anyway.

Re: [PATCH 2/2] wined3d: Prevent console spamming in drawPrimitive.

2008-04-18 Thread H. Verbeet
On 19/04/2008, Stefan Dösinger [EMAIL PROTECTED] wrote: Am Samstag, 19. April 2008 02:36:39 schrieb H. Verbeet: On 18/04/2008, Alexander Dorofeyev [EMAIL PROTECTED] wrote: Fixes massive slowdown in games like Aliens vs Predator 2. If you care about performance you should always run

Re: d3dx9: Add d3dx9tex.h

2008-04-15 Thread H. Verbeet
On 15/04/2008, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: +#ifndef __WINE_D3DX9TEX_H +#define __WINE_D3DX9TEX_H ... +#endif /* __WINE_D3DX9CORE_H */ I didn't look at the rest of the patch in detail, but the comment there doesn't match the actual #ifndef.

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-12 Thread H. Verbeet
On 12/04/2008, Stefan Dösinger [EMAIL PROTECTED] wrote: Am Samstag, 12. April 2008 04:27:07 schrieb H. Verbeet: Anything that gets ignored when a vertex shader is active gets put in the vertex states, anything that gets ignored when a fragment shader is active should be part

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-12 Thread H. Verbeet
On 12/04/2008, Stefan Dösinger [EMAIL PROTECTED] wrote: But since D3D vertex shaders always read the numbered arrays and fixed function always reads the named arrays the named arrays get de-facto replaced as far as we're concerned. Which is completely irrelevant for classifying the

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-11 Thread H. Verbeet
On 11/04/2008, Stefan Dösinger [EMAIL PROTECTED] wrote: Am Freitag, 11. April 2008 00:31:13 schrieb Stefan Dösinger: The drawback of this is that now the workaround for the mesa atifs bug minimally affects nvidia cards too. It's a bit tricky to design around driver bugs :-/ Use this

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-11 Thread H. Verbeet
On 11/04/2008, Stefan Dösinger [EMAIL PROTECTED] wrote: This patch doesn't make sense at all. Wasn't ATIFS supposed to be an implementation of fixed function fragment processing for ATI cards? In that case it doesn't make sense to only use it on cards that don't support ARB or GLSL.

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-11 Thread H. Verbeet
On 11/04/2008, Stefan Dösinger [EMAIL PROTECTED] wrote: Not really, many games check the MaxSimultaneousTextures cap and use that value even if they are using pixel shaders. E.g. HL2 fails in dxlevel 81 with that with ARB shaders because it checks that cap if it finds SM 1.x, and Age of

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-11 Thread H. Verbeet
On 11/04/2008, Stefan Dösinger [EMAIL PROTECTED] wrote: 1) The state table should be selectable based on the available opengl features and possibly registry settings. I think we all agree on that Up to the level of being able to use different state handlers in different situations. I don't

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-11 Thread H. Verbeet
On 12/04/2008, Stefan Dösinger [EMAIL PROTECTED] wrote: 2) We want a fixed function vertex and fragment pipeline replacement with ARB and GLSL Only GLSL is a requirement for me. ARB could be nice, but is probably redundant. Intel cards? Also GLSL has the problem with the link

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-11 Thread H. Verbeet
On 12/04/2008, Stefan Dösinger [EMAIL PROTECTED] wrote: We have to face that driver bugs are reality. I think we are having more issues in form of user complaints due to the driver-wined3d connection than the wined3d-application one. I doubt Apple is going to fix their vertex shader bugs

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