2013/10/9 Rico Schüller kgbric...@web.de:
On 09.10.2013 01:12, Matteo Bruni wrote:
Hi Rico,
2013/10/8 Rico Schüller kgbric...@web.de:
Hi,
this moves the object initialization into a separate function, so it
could
be used for strings and resources. It also removes the STATE_TYPE as we
Hi Rico,
2013/10/8 Rico Schüller kgbric...@web.de:
Hi,
this moves the object initialization into a separate function, so it could
be used for strings and resources. It also removes the STATE_TYPE as we
could distinguish the types at the object level.
1. When an object has a destination, it
2013/9/24 Rico Schüller kgbric...@web.de:
---
dlls/d3dx9_36/effect.c | 248
+++--
1 Datei geändert, 95 Zeilen hinzugefügt(+), 153 Zeilen entfernt(-)
I definitely like the direction this patch takes.
@@ -5068,6 +5009,9 @@ static HRESULT
and updated when needed. Tests
are also added.
Thanks to Matteo Bruni for review and support.
Try 2:
- update with latest git
Hi, I have a few small nits still, please bear with me...
---
dlls/d3d9/tests/visual.c | 80
dlls/wined3d/glsl_shader.c
2013/9/3 Henri Verbeet hverb...@gmail.com:
On 2 September 2013 23:04, Matteo Bruni mbr...@codeweavers.com wrote:
+float quad1[] = {
+-1.0, -1.0, 0.1, 0.0,0.0,1.0,
+ 0.0, -1.0, 0.1, 1.0,0.0,1.0,
+-1.0,0.0, 0.1, 0.0,1.0
2013/8/26 Stefan Dösinger ste...@codeweavers.com:
Try 2:
*) Require only GPU access for buffers
*) Reduce number of checkGLcall invocations
*) Remove a return from an ERR case
---
dlls/wined3d/utils.c | 1 +
dlls/wined3d/volume.c | 168
2013/8/1 Matteo Bruni matteo.myst...@gmail.com:
Instead of generating an entry for the struct with the correct
members, the compiler generates TWO entries for sbnf, one with all its
fields in D3DXRS_FLOAT4 and the other with D3DXRS_BOOL. Which, if I'm
reading this correctly, makes 0 sense
2013/8/1 Rico Schüller kgbric...@web.de:
On 31.07.2013 00:14, Matteo Bruni wrote:
2013/7/30 Rico Schüller kgbric...@web.de:
Hi Matteo,
please see the attached patch.
On 25.07.2013 16:13, Matteo Bruni wrote:
2013/7/24 Rico Schüller kgbric...@web.de:
---
dlls/d3dx9_36/tests
2013/8/1 Nozomi Kodama nozomi.kod...@yahoo.com:
+vertices = HeapAlloc(GetProcessHeap(), 0, 2 * (sides + 1) *
sizeof(D3DXVECTOR3));
+if (!vertices)
+{
+TRACE(Not memory enough for vertex buffer\n);
+polygon-lpVtbl-Release(polygon);
+return E_OUTOFMEMORY;
+}
2013/7/30 Rico Schüller kgbric...@web.de:
Hi Matteo,
please see the attached patch.
On 25.07.2013 16:13, Matteo Bruni wrote:
2013/7/24 Rico Schüller kgbric...@web.de:
---
dlls/d3dx9_36/tests/shader.c | 308
+++
1 file changed, 308 insertions
2013/7/29 Chris Moeller kod...@gmail.com:
without looking very deeply into the CRT source code.
You're talking about MS source code, right? That makes you tainted for
contributing to Wine at
the very least for C runtime-related code :(
If you haven't looked into any other source code, this patch
2013/7/30 Chris Moeller kod...@gmail.com:
On Jul 29, 2013, at 11:22 AM, Matteo Bruni matteo.myst...@gmail.com wrote:
2013/7/29 Chris Moeller kod...@gmail.com:
without looking very deeply into the CRT source code.
You're talking about MS source code, right? That makes you tainted
2013/7/24 Rico Schüller kgbric...@web.de:
---
dlls/d3dx9_36/tests/shader.c | 308
+++
1 file changed, 308 insertions(+)
This is okay, but as a followup can you add some tests with mixed-type
structs? Something like:
struct
{
float f;
int i;
2013/7/24 Rico Schüller kgbric...@web.de:
---
dlls/d3dx9_36/shader.c | 79
--
1 file changed, 77 insertions(+), 2 deletions(-)
So there was actually a logic (an insane one, but yeah...). Have you
found any game actually using this?
Annoying
2013/6/24 Christian Costa titan.co...@gmail.com:
Le 24/06/2013 09:24, Henri Verbeet a écrit :
On 23 June 2013 21:57, Christian Costa titan.co...@gmail.com wrote:
When D3DTA_CONSTANT is use in a texture stage, the generated shader uses
variables that are not defined making thus the
2013/6/17 Fabian Ebner f.ebne...@gmail.com:
Typo fixed (finally)
---
po/it.po | 40 ++--
1 file changed, 14 insertions(+), 26 deletions(-)
This one looks good to me, thanks :)
2013/6/16 Fabian Ebner f.ebne...@gmail.com:
---
po/it.po | 40 ++--
1 file changed, 14 insertions(+), 26 deletions(-)
#: joy.rc:42
msgid
After disabling or enabling a device, the connected joysticks won't be
updated here until you restart this
2013/6/17 Fabian Ebner f.ebne...@gmail.com:
Fixed a typo and a sentence, thanks to Matteo
---
po/it.po | 40 ++--
1 file changed, 14 insertions(+), 26 deletions(-)
#: jscript.rc:39
msgid 'return' statement outside of function
-msgstr
+msgstr Istruzione
2013/6/12 Christian Costa titan.co...@gmail.com:
+HRESULT WINAPI D3DXGetShaderInputSemantics(const DWORD *byte_code,
D3DXSEMANTIC *semantics, UINT *count)
+{
+const DWORD *ptr = byte_code;
+UINT i = 0;
+
+TRACE(byte_code = %p, semantics = %p, count = %p\n, byte_code,
ptr ptr)
@ stdcall D3DXGetShaderSize(ptr)
diff --git a/dlls/d3dx9_36/shader.c b/dlls/d3dx9_36/shader.c
index 75bc9b5..3b71b4b 100644
--- a/dlls/d3dx9_36/shader.c
+++ b/dlls/d3dx9_36/shader.c
@@ -1,6 +1,7 @@
/*
* Copyright 2008 Luis Busquets
* Copyright 2009 Matteo Bruni
+ * Copyright
2013/5/2 Christian Costa titan.co...@gmail.com:
---
dlls/d3dcompiler_43/compiler.c| 101
+++--
dlls/d3dcompiler_43/d3dcompiler_private.h |1
2 files changed, 81 insertions(+), 21 deletions(-)
diff --git a/dlls/d3dcompiler_43/compiler.c
2013/4/29 Christian Costa titan.co...@gmail.com:
---
dlls/d3dx9_36/tests/xfile.c |2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/d3dx9_36/tests/xfile.c b/dlls/d3dx9_36/tests/xfile.c
index 1238bcd..e514a5f 100644
--- a/dlls/d3dx9_36/tests/xfile.c
+++
2013/4/25 Henri Verbeet hverb...@gmail.com:
Seems ok, though a small comment explaining the issue this patch fixes
probably wouldn't hurt.
A comment in the commit message or in the code?
On 25 April 2013 20:43, Matteo Bruni mbr...@codeweavers.com wrote:
+if (target
Hrm, I sent the wrong version of the patch, I had actually moved the
depth/stencil check earlier (so yeah, totally agree on that part).
Also you're right about WINED3DFMT_FLAG_RENDERTARGET, for some reason
I thought we were setting that in check_fbo_compat() but it's clearly
not the case.
I'm
2013/4/15 Nozomi Kodama nozomi.kod...@yahoo.com:
Hello
thanks for the review.
I don't think that calling defines is the way to go. Indeed, I tested my
patch and yours. Yours is about 12% slower than mine in my computer.
And now, we try to take care of efficiency of this dll. So, it is not
2013/4/10 Henri Verbeet hverb...@gmail.com:
On 10 April 2013 01:35, Matteo Bruni mbr...@codeweavers.com wrote:
---
dlls/wined3d/utils.c | 3 +++
1 file changed, 3 insertions(+)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index da8fc7b..5010676 100644
--- a/dlls/wined3d
2013/4/10 Henri Verbeet hverb...@gmail.com:
On 10 April 2013 01:35, Matteo Bruni mbr...@codeweavers.com wrote:
-/* Clear the screen */
-gl_info-gl_ops.gl.p_glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
-checkGLcall(glClearColor);
-gl_info-gl_ops.gl.p_glClearIndex(0);
-gl_info
I guess it depends on what happens in D3D when the sampler type
declared in the shader and the type of the texture bound to that
sampler disagree, and it really matters only if all the current
drivers have the same behavior in that regard. unbound_sampler_test()
doesn't check what happens with
2013/4/10 Henri Verbeet hverb...@gmail.com:
On 10 April 2013 17:53, Matteo Bruni matteo.myst...@gmail.com wrote:
The idea is that, since check_fbo_compat() creates a texture of the
specified format to attach it to a test FBO and verify that it works
correctly, it doesn't make sense to even try
2013/4/7 Nozomi Kodama nozomi.kod...@yahoo.com:
Both patches are fine for me (note that the email subject is missing
an f but the actual patch has the correct title).
2013/4/1 Nozomi Kodama nozomi.kod...@yahoo.com
Since there are only at most 7 significant digits for a float, we must not be
too picky about the expected difference for small numbers
-#define relative_error(exp, out) ((exp == 0.0f) ? fabs(exp - out) :
(fabs(1.0f - (out) / (exp
2013/3/15 Nozomi Kodama nozomi.kod...@yahoo.com:
Patch series is fine to me.
2013/3/14 Nozomi Kodama nozomi.kod...@yahoo.com:
No news about these patches?
Nozomi?
Hmm, I was under the impression that these patches were already picked
up in git, but I see I was mistaken.
Anyway they look okay to me, except for a bit in the tests from the
first patch that I noticed
2013/3/6 Nozomi Kodama nozomi.kod...@yahoo.com:
hello
Still problems with this patch?
Nozomi.
FWIW, both patches are fine to me.
2013/3/1 Nozomi Kodama nozomi.kod...@yahoo.com:
Why is this patch marked as not applied by the testbot?
In my computer, with the latest git, it applies fine.
Is there a problem with testbot?
Nozomi
Yeah, the old testbot has some issues. FWIW the patches applied just
fine for me.
Now, I
2013/2/26 Rico Schüller kgbric...@web.de:
Hi Nozomi,
this is pretty fast. Just some numbers (run time on my machine, so it might
not be that representative)...
before: 43s
previous patch: 27s
this patch: 21s
native: 16s
So from the speed point of view, it's a lot closer than the rest.
2013/2/17 Henri Verbeet hverb...@gmail.com:
On 17 February 2013 18:10, Matteo Bruni mbr...@codeweavers.com wrote:
@@ -6168,18 +6172,10 @@ HRESULT surface_load_location(struct wined3d_surface
*surface, DWORD location, c
if (surface-resource.usage WINED3DUSAGE_DEPTHSTENCIL
Hi,
in addition to what I already told you in #winehackers (that is,
please rename the test struct field red_in to red_out and red_out to
red_expected, or something like that), you should take the chance to
do some more cleanup. That means e.g. use const instead of CONST
as Rico already suggested
2013/1/26 Stefan Dösinger stefandoesin...@gmail.com:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Am 2013-01-26 22:32, schrieb Matteo Bruni:
+
gl_info-fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
Do you really have to re-attach it to the FBO
2013/1/10 Rico Schüller kgbric...@web.de:
---
dlls/d3dx9_36/texture.c | 6 +++---
1 Datei geändert, 3 Zeilen hinzugefügt(+), 3 Zeilen entfernt(-
-DWORD i, v;
+DWORD i, v, mask32 = format-bits[c] == 32 ? -1 : ((1
format-bits[c]) - 1);
Usually we prefer to use ~0U instead
2013/1/1 Rico Schüller kgbric...@web.de:
---
dlls/d3dx9_36/shader.c | 16 +++-
dlls/d3dx9_36/tests/shader.c | 21 +
2 Dateien geändert, 32 Zeilen hinzugefügt(+), 5 Zeilen entfernt(-)
+static inline BOOL is_valid_bytecode(DWORD token)
+{
+token =
2013/1/1 Andrew Talbot andrew.tal...@talbotville.com:
Changelog:
d3dcompiler_43: Avoid signed-unsigned integer comparisons.
diff --git a/dlls/d3dcompiler_43/bytecodewriter.c
b/dlls/d3dcompiler_43/bytecodewriter.c
index d10f6bc..17289d2 100644
--- a/dlls/d3dcompiler_43/bytecodewriter.c
2012/11/27 Detlef Riekenberg wine@web.de:
While inspecting a test failure, i found only
3 possible results for the line test:
- d3dx9_36.dll not present
- all tests skipped
line.c:146: Tests skipped: Failed to create IDirect3DDevice9 object
0x8876086c
- refcount test failed
2012/11/2 Steaphan Greene steap...@gmail.com:
Running a game in wine showed it performing terribly. I traced this to the
fact that it allocates and deallocates tiny memory chunks over and over (I
suspect it's in C++ and passing things by value everywhere). This led to
huge stalls because the
2012/11/3 Steaphan Greene steap...@gmail.com:
On 11/03/2012 09:04 AM, Matteo Bruni wrote:
2012/11/2 Steaphan Greenesteap...@gmail.com:
Running a game in wine showed it performing terribly. I traced this to
the
fact that it allocates and deallocates tiny memory chunks over and over
(I
2012/10/29 Christian Costa titan.co...@gmail.com:
pixel_format = get_format_info(src_desc.Format);
-if (pixel_format-type != FORMAT_ARGB)
-{
-FIXME(Unsupported pixel format %#x\n, src_desc.Format);
-return E_NOTIMPL;
-}
+if (pixel_format-type ==
2012/10/18 Henri Verbeet hverb...@codeweavers.com:
---
dlls/wined3d/glsl_shader.c |3 ++-
1 files changed, 2 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 57119e1..993b547 100644
--- a/dlls/wined3d/glsl_shader.c
+++
2012/10/19 Henri Verbeet hverb...@gmail.com:
On 19 October 2012 15:20, Matteo Bruni matteo.myst...@gmail.com wrote:
2012/10/18 Henri Verbeet hverb...@codeweavers.com:
---
dlls/wined3d/glsl_shader.c |3 ++-
1 files changed, 2 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d
Ehh, this patch should have been called something like wined3d:
Improve a Nvidia GPU recognition fallback., but well...
2012/9/4 Rico Schüller kgbric...@web.de:
On 04.09.2012 13:19, Nozomi Kodama wrote:
+FLOAT expected, in[100], out[100],
...
+for (i = 0; i 49; i++)
+in[i] = i + 1.01f;
I guess this belongs together.
I'd like to make some suggestions, please don't take it personally.
When
2012/9/3 Henri Verbeet hverb...@gmail.com:
On 3 September 2012 00:51, Adam Jakubek ajaku...@gmail.com wrote:
Hi,
This patch causes wined3d to use backup swapchain DC when
IDirect3DDevice9 is created using the desktop window.
Windows allows to create such device as long its type is
: http://dl.dropbox.com/u/2701879/images/rayman2.png
Regression test:
a488e574497d674631b4036d4b179ce349ddb764 is the first bad commit
commit a488e574497d674631b4036d4b179ce349ddb764
Author: Matteo Bruni mbr...@codeweavers.com
Date: Wed Aug 15 00:38:26 2012 +0200
wined3d: Improve post
2012/7/18 Nozomi Kodama nozomi.kod...@yahoo.com:
Minor nitpicks, but nevertheless:
-@ stub D3DXSHRotateZ(ptr long long ptr)
+@ stdcall D3DXSHRotateZ(ptr long long ptr)
...
+FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT
*in)
I guess using float in the spec
2012/7/17 Stefan Dösinger stefandoesin...@gmx.at:
Am Montag, 16. Juli 2012, 20:39:23 schrieb Matteo Bruni:
+HLSL_IR_BINOP_MUL,
...
+HLSL_IR_BINOP_DOT,
HLSL has 3 somewhat related multiplication operations: *, mul and dot.
Dot is fairly straightforward, but * and mul have subtle
2012/7/8 Rico Schüller kgbric...@web.de:
---
dlls/d3dx9_36/tests/effect.c | 90
++
1 files changed, 90 insertions(+), 0 deletions(-)
Hi Rico,
maybe it's just me misunderstanding this, but:
+FLOAT fvalue[EFFECT_PARAMETER_VALUE_ARRAY_SIZE];
+
2012/6/27 Józef Kucia joseph.ku...@gmail.com:
---
Hi Józef,
+void copy_simple_data(const BYTE *src, UINT srcpitch, SIZE src_size, const
PixelFormatDesc *srcformat,
+BYTE *dest, UINT destpitch, SIZE dst_size, const PixelFormatDesc
*destformat, D3DCOLOR colorkey) DECLSPEC_HIDDEN;
+
2012/6/27 Józef Kucia joseph.ku...@gmail.com:
---
+ for (mip_level = 0; mip_level mip_levels; mip_level++)
+ {
+ hr = calculate_dds_surface_size(src_info, width, height, src_pitch,
mip_level_size);
+ if (FAILED(hr)) return hr;
...
+ hr =
2012/6/27 Nozomi Kodama nozomi.kod...@yahoo.com:
-@ stub D3DXSHScale(ptr long ptr ptr)
+@ stdcall D3DXSHScale(ptr long ptr ptr)
...
+FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, CONST FLOAT *a,
CONST FLOAT scale)
The last parameter doesn't match between the function prototype and
the spec
2012/6/19 Nozomi Kodama nozomi.kod...@yahoo.com:
+static void test_D3DXSHDot(void)
+{
+unsigned int i;
+FLOAT a[90], b[90], got;
+CONST FLOAT expected[] =
+{ 0.0f, 0.0f, 17.0f, 222.0f, 1300.0f, 5050.0f, 15225.0f,
38612.0f, 86352.0f, 175500.0f, };
+
+for (i = 0; i 90; i++)
+
2012/6/13 Nozomi Kodama nozomi.kod...@yahoo.com:
2012/6/12 Nozomi Kodama nozomi.kod...@yahoo.com:
+ if ( (pq-w = 1.0f) || (pq-w == -1.0f) )
I think the second comparison should be '=', if you want to avoid getting
NaNs.
I checked in Vista. D3DX accepts -1.0f as input and returns what the
2012/6/12 Nozomi Kodama nozomi.kod...@yahoo.com:
+if ( (pq-w = 1.0f) || (pq-w == -1.0f) )
I think the second comparison should be '=', if you want to avoid getting NaNs.
Hi Luca, just a couple of nitpicks:
-Nota: è raccomandato usare i pacchetti delle distribuzioni. Leggi a href=
-\http://wiki.winehq.org/Gecko\;http://wiki.winehq.org/Gecko/a per i
-dettagli.
+Nota: è raccomandato usare i pacchetti delle distribuzioni. Leggi a
2012/6/5 Stefan Dösinger stefandoesin...@gmx.at:
Am Montag, 4. Juni 2012, 17:58:24 schrieb Matteo Bruni:
+struct hlsl_type
+{
...
+ unsigned int dimx;
+ unsigned int dimy;
...
+};
One thing I noticed when I wrote my compiler was that a float1x1 is not the
same as a float1 or float
2012/6/5 Rico Schüller kgbric...@web.de:
Am 05.06.2012 13:08, schrieb Matteo Bruni:
2012/6/5 Stefan Dösingerstefandoesin...@gmx.at:
Am Montag, 4. Juni 2012, 17:58:24 schrieb Matteo Bruni:
+struct hlsl_type
+{
...
+ unsigned int dimx;
+ unsigned int dimy;
...
+};
One thing I
2012/6/5 Matteo Bruni matteo.myst...@gmail.com:
2012/6/5 Rico Schüller kgbric...@web.de:
Am 05.06.2012 13:08, schrieb Matteo Bruni:
2012/6/5 Stefan Dösingerstefandoesin...@gmx.at:
Am Montag, 4. Juni 2012, 17:58:24 schrieb Matteo Bruni:
+struct hlsl_type
+{
...
+ unsigned int dimx
2012/5/14 Stefan Dösinger stefandoesin...@gmx.at:
Am Sonntag, 13. Mai 2012, 20:39:27 schrieb David Adam:
+ hr = ddraw_surface3_AddAttachedSurface(This-
IDirectDrawSurface3_iface,
+ attachment_impl ? attachment_impl-IDirectDrawSurface3_iface :
NULL);
It isn't immediately clear to
2012/5/9 Józef Kucia joseph.ku...@gmail.com:
+static HRESULT get_image_info_from_dds(const void *buffer, UINT length,
D3DXIMAGE_INFO *info)
{
+ UINT i;
+ UINT faces = 0;
...
+ /* calculate the expected length */
+ width = info-Width;
+ height = info-Height;
+ for (i = 0; i
2012/5/9 Józef Kucia joseph.ku...@gmail.com:
+ mip_levels = min(src_info-MipLevels,
IDirect3DCubeTexture9_GetLevelCount(cube_texture));
+ for (face = D3DCUBEMAP_FACE_POSITIVE_X; face =
D3DCUBEMAP_FACE_NEGATIVE_Z; face++)
+ {
+ size = src_info-Width;
+ for (mip_level
2012/5/9 Józef Kucia joseph.ku...@gmail.com:
---
+HRESULT load_texture_from_dds(IDirect3DTexture9 *texture, const void
*src_data, UINT srd_data_size,
+ const PALETTEENTRY *palette, DWORD filter, D3DCOLOR color_key, const
D3DXIMAGE_INFO *src_info) DECLSPEC_HIDDEN;
...
+HRESULT
2012/5/10 Józef Kucia joseph.ku...@gmail.com:
I noticed that I put more and more texture functions tests in
tests/surface.c, because these tests needs the dds files which are in
tests/surface.c. I wonder if it would be better to copy needed dds
files to tests/texture.c and move texture
2012/5/8 Henri Verbeet hverb...@gmail.com:
I realize compile_shader() is mostly a copy of assemble_shader(), but
nevertheless:
On 8 May 2012 16:17, Matteo Bruni mbr...@codeweavers.com wrote:
+struct bwriter_shader *parse_hlsl_shader(const char *text, enum shader_type
type, DWORD version
Il 26 aprile 2012 11:47, Józef Kucia joseph.ku...@gmail.com ha scritto:
static D3DFORMAT dds_pixel_format_to_d3dformat(const struct dds_pixel_format
*pixel_format)
{
- FIXME(Pixel format conversion not implemented.\n);
+ if (pixel_format-flags DDS_PF_FOURCC)
+ return
Il 19 aprile 2012 19:37, Józef Kucia joseph.ku...@gmail.com ha scritto:
---
dlls/d3dx9_36/tests/surface.c | 65
+
1 files changed, 65 insertions(+), 0 deletions(-)
diff --git a/dlls/d3dx9_36/tests/surface.c b/dlls/d3dx9_36/tests/surface.c
index
Il 20 marzo 2012 19:12, Christian Costa titan.co...@gmail.com ha scritto:
Le 20/03/2012 18:43, Józef Kucia a écrit :
Hi there,
I'm writing to discuss my project proposal for upcoming Google Summer
of Code. I was recently playing with Wine, looking around in the code
and searching through
Il 14 marzo 2012 23:02, Józef Kucia joseph.ku...@gmail.com ha scritto:
@@ -679,11 +649,23 @@ void pp_writestring(const char *format, ...)
}
}
pp_iqs,pp_dqs,pp_sqs\\. add_string(ppy_text, ppy_leng);
-pp_iqs,pp_dqs,pp_sqs\n {
+pp_iqs\n {
Il 12 marzo 2012 22:13, Józef Kucia joseph.ku...@gmail.com ha scritto:
Hi,
I'm writing because I found a bug in asm shader preprocessor in Wine
and I'm not sure what's the best way to fix it.
The D3DPreprocess function is an universal shader preprocess for HLSL
and asm shaders. In fact,
Il 09 marzo 2012 23:41, Józef Kucia joseph.ku...@gmail.com ha scritto:
Hi,
My name is Józef Kucia. I'm a Masters student in Computer Science at
Wrocław University of Technology in Poland. I would like to apply for
Google Summer of Code this year.
I have a good knowledge of C and OpenGL. I
Il 08 marzo 2012 22:10, Stefan Dösinger stefandoesin...@gmx.at ha scritto:
Am Donnerstag, 8. März 2012, 18:22:15 schrieb Matteo Bruni:
- shader_addline(buffer, gl_FogFragCoord = OUT[%u].%c;\n,
i, reg_mask[1]);
+ shader_addline(buffer, gl_FogFragCoord =
clamp(OUT
Il 08 febbraio 2012 18:19, Brian Bloniarz brian.bloni...@gmail.com ha scritto:
Hi all,
I could use a little help fixing a window lag and screen corruption
issue in SketchUp:
http://bugs.winehq.org/show_bug.cgi?id=25912
Long story short, I think the implementation of OpenGL child rendering
2012/1/14 Saulius Krasuckas sauli...@ar.fi.lt:
* On Tue, 27 Dec 2011, Matteo Bruni wrote:
---
dlls/d3d9/tests/visual.c | 388
--
1 files changed, 269 insertions(+), 119 deletions(-)
Hello Matteo,
this is
http://source.winehq.org/git/wine.git
2012/1/4 Luca Bennati luc...@gmail.com:
#: winmm.rc:34
-#, fuzzy
msgid There is no driver installed on your system!
-msgstr Non è stato installato nessun driver nel sistema !\n
+msgstr Non è presente nessun driver installato nel sistema!
Hi Luca,
While your new translation is clearer than
Hi Rico,
2011/12/13 Rico Schüller kgbric...@web.de:
---
dlls/d3dx9_36/effect.c | 52
+--
1 files changed, 49 insertions(+), 3 deletions(-)
+static void set_vector(struct d3dx_parameter *param, CONST D3DXVECTOR4
*vector)
+{
+
2011/12/13 Rico Schüller kgbric...@web.de:
---
dlls/d3dx9_36/effect.c | 42 --
1 files changed, 40 insertions(+), 2 deletions(-)
+TRACE(Copy %u bytes\n, param-bytes);
+memcpy(param-data, data, bytes);
That trace is
2011/11/15 Henri Verbeet hverb...@codeweavers.com:
---
+UINT end = start_idx + count;
+ start_idx += 7;
+ memset(field[start_idx 3], 0, (end 3) - (start_idx 3));
Isn't that dangerous if count is 7 (assuming that is a valid value)?
2011/11/9 David Adam david.adam.c...@gmail.com:
Better, but there are still issues:
+if( polygon ) polygon-lpVtbl-Release(polygon);
+if( ppBuffer ) ID3DXBuffer_Release(ppBuffer);
You aren't setting those pointers to NULL (and your test shows that
D3DXCreatePolygon doesn't touch them
2011/11/9 Matteo Bruni mbr...@codeweavers.com:
---
This patch is not correct, please ignore it...
2011/11/7 David Adam david.adam.c...@gmail.com:
Hello,
any problem with this patch
http://source.winehq.org/patches/data/80433
and this one
http://source.winehq.org/patches/data/80434
Thanks in advance
David
-- Forwarded message --
From: David Adam
Hi Michael,
+for (i = 0; declaration1[i].Stream != 0xff; i++)
+{
+if (memcmp(declaration1[i], declaration2[i], sizeof(*declaration1)))
Doesn't that loop need to stop at the first end marker of either
declaration? I.e. may the first vertex declaration be longer than the
second
2011/10/24 Michael Mc Donnell mich...@mcdonnell.dk:
On Mon, Oct 24, 2011 at 9:13 AM, Matteo Bruni matteo.myst...@gmail.com
wrote:
Hi Michael,
+ for (i = 0; declaration1[i].Stream != 0xff; i++)
+ {
+ if (memcmp(declaration1[i], declaration2[i],
sizeof(*declaration1
2011/10/12 Dan Kegel d...@kegel.com:
Fails d3d9's visual tests here.
os: Linux 3.0.0-12-generic, Ubuntu 11.10
gpu: GeForce GT 240/PCI/SSE2 3.3.0 NVIDIA 280.13
On Wed, Oct 12, 2011 at 2:52 PM, build...@kegel.com wrote:
This is an experimental automated build and test service.
Please
2011/8/12 Octavian Voicu octavian.vo...@gmail.com:
On Fri, Aug 12, 2011 at 12:59 PM, Michael Mc Donnell mich...@mcdonnell.dk
wrote:
Is it ok to use roundf and rintf? They're both C99 functions.
Hello,
As far as I know C99 is not allowed. However, you can emulate round by
doing:
floorf(val
2011/8/11 Michael Mc Donnell mich...@mcdonnell.dk:
+dst_ptr[0] = src-x 0.0f ? (SHORT)ceilf(src-x * SHRT_MAX +
0.5f) :(SHORT)floorf(src-x * SHRT_MAX + 0.5f);
You can use roundf() instead. Actually, notice that maybe what you
actually need for correct rounding is rintf() (which
2011/8/8 Michael Mc Donnell mich...@mcdonnell.dk:
Hi
I've been working on a test and improvements for CloneMesh as part of
GSoC 2011. I would be grateful if anyone could comment on my work.
There are five test cases in the attached patch:
0. Basic mesh cloning. Declaration has position and
2011/8/3 Stefan Dösinger stefandoesin...@gmx.at:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Am 03.08.2011 um 17:31 schrieb Matteo Bruni:
Users tend to get confused by those messages on the terminal. Since we
already have code to filter irrelevant GLSL compiler messages, let's
update
2011/7/27 Marvin test...@testbot.winehq.org:
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
2011/7/19 Michael Stefaniuc mstef...@redhat.de:
---
dlls/d3dx9_36/mesh.c | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/d3dx9_36/mesh.c b/dlls/d3dx9_36/mesh.c
index 94a291f..d8f72c4 100644
--- a/dlls/d3dx9_36/mesh.c
+++ b/dlls/d3dx9_36/mesh.c
@@ -3376,7
2011/7/14 Travis Athougies iamm...@gmail.com:
Needed for Assassin's Creed Brotherhood and Dead Space 2.
Changes from last patch:
- New way of distinguishing handles from strings
- Support for parent constants in ID3DXConstantTable::GetConstantByName
and ID3DXConstantTable::GetConstant
2011/6/30 Charles Welton charles...@gmail.com:
---
+memcpy(buffer_mem, vertices, size);
There is no need to allocate and write into your own buffer then copy
the content, you can directly write into the vertex buffer.
A more important issue: MSDN says The ID3DXLine interface
2011/6/29 Misha Koshelev misha...@gmail.com:
---
...
+else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
...
+return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m /
1024.0f));
I think you don't need the explicit casts here, the values should be
automatically
2011/6/18 Charles Welton charles...@gmail.com:
---
dlls/d3dx9_36/tests/line.c | 23 +++
1 files changed, 23 insertions(+), 0 deletions(-)
+srand(time(NULL));
+random = ((FLOAT) rand())/RAND_MAX; /* Random value between 0.0 and 1.0.
We're using this later. */
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