That change looks suspicious. If switching to i+1 fixes a problem, the real
problem is that the if-statement in question gets entered in the first
place. Some bounds checking on the outer for-loop (the one which loops
through nCfgs and nMaxFormats), is probably wrong then. I had issues with
this
Hi Scott,
On Linux power management decisions are made by cpufreq governors. Most
distributions I have used recently use the 'ondemand' scheduler, which
makes decisions as you would guess based on cpu load. This scheduler has
various parameters you can tweak in
On Tue, Aug 14, 2012 at 6:28 PM, Dmitry Timoshkov dmi...@baikal.ru wrote:
Ruslan Kabatsayev b7.10110...@gmail.com wrote:
This patch makes buttons render correctly themed in various cases when
e.g. they are pressed and released, made active etc. Without this
patch they look win95-like in such
On Mon, Jun 25, 2012 at 1:22 AM, Chris Robinson chris.k...@gmail.com wrote:
On Sunday, June 24, 2012 10:42:11 PM Roderick Colenbrander wrote:
@@ -797,7 +797,7 @@ static void test_getprocaddress(HDC hdc)
/* Temporarily disable the context, so we can see that we can't
retrieve functions now
On Mon, Jun 25, 2012 at 10:40 PM, Marvin test...@testbot.winehq.org wrote:
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
On Wed, Jun 13, 2012 at 8:52 AM, Stefan Dösinger stefandoesin...@gmx.at wrote:
Hi,
The patch needs a few improvements before it can be accepted into Wine. I
can't comment on the dinput / xinput specifics of the patch, so this is a non-
exhaustive list of general suggestions.
Concerning the
On 4/16/12, Alexey Loukianov mooro...@mail.ru wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
16.04.2012 04:28, Vitaliy Margolen wrote:
Of course it won't - they are binary blobs from Nvidia. Not much to see
there. All you really looking for are time spent in that library.
Vitaliy, I
Hi,
I have had a quick look. Although I'm not a big fan of the old OpenML
extension. It would be really nice if DRI drivers could be fixed to
get a proper glXWaitGL and friends. It still feels like the OpenML
extension does a little more than we really need. Since all DRI2
drivers seem to support
Re-adding wine-devel.
On Wed, Feb 8, 2012 at 2:42 PM, Brian Bloniarz brian.bloni...@gmail.com wrote:
On Wed, Feb 8, 2012 at 12:33 PM, Roderick Colenbrander
thunderbir...@gmail.com wrote:
On Wed, Feb 8, 2012 at 6:31 PM, Matteo Bruni matteo.myst...@gmail.com
wrote:
I'm not really
On Wed, Feb 8, 2012 at 6:31 PM, Matteo Bruni matteo.myst...@gmail.com wrote:
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:
On Wed, Dec 14, 2011 at 2:38 PM, Patrick Rudolph s...@das-labor.org wrote:
Hi,
I'm trying to get ddraw/d3d7 running in my virtual WindowsXP machine using
wined3d.
I managed to cross-compile all neccessary files and implemented a function
that loads the ICD instead of opengl32.dll.
The name
On Thu, Sep 29, 2011 at 12:57 PM, David Kiefer heva...@googlemail.com wrote:
While this patch indeed fixes bug 2666, it also kills performance, at
least with Age of Empires II.
The frame rate in the menu for me is about one frame every three seconds
and about 1 fps in-game.
With the patch,
On Thu, Sep 15, 2011 at 8:35 PM, Dan Kegel d...@kegel.com wrote:
My new AMD a8-3850 takes 77 seconds to run wine's configure script.
(Using -C cuts the time by 40 seconds.)
Austin's Phenom II X4 940 takes 61 seconds.
My i7 takes 32 seconds... but even the lowly e7300 only takes 38 seconds.
On Mon, Sep 5, 2011 at 3:14 PM, Jari Vetoniemi mailro...@gmail.com wrote:
Yes, sorry about that.. Gmail does not seem to play nice with some
mailing lists which is weird.
Anyways, I looked at the bug report. This could work for resolution
and frequency, but it does not fake color depth.
On Tue, Aug 30, 2011 at 9:43 AM, Paul Chitescu pa...@voip.null.ro wrote:
On Tuesday 30 August 2011 01:57:30 am Reinier Napoles Martinez wrote:
This won't work. Simply doing a dlopen on the wine libraries won't get
your environment setup properly.
what can i do then to setup the wine
I'm sad to hear that Ge has passed away. He was really a nice guy and
his contributions to Wine have been very helpful.
We zullen hem missen.
Roderick
Hi André,
I'm not sure if we should add this change since for a part it hides
the real problem. Sure this patch likely works, but 32bpp blits
should never enter the software rendering code in the first place. The
code used to be a huge mess and Henri cleaned it up quite a bit
already (thanks,
I'm not sure if the only value error wglMakeCurrent should return is
INVALID_HANDLE. What if glXMakeCurrent fails because of an invalid
context? The return value may be similar, but don't remember for sure.
Roderick
On Tue, Mar 29, 2011 at 7:42 AM, Matteo Bruni matteo.myst...@gmail.com wrote:
The fact that a pixel format is not set on the physDev doesn't
necessarily mean it is invalid, it just means SetPixelFormat wasn't
called on it. Though slightly earlier in wglMakeCurrent we already
catch that situation when compare the pixel format of the context and
the hdc.
Is there not
On Tue, Mar 29, 2011 at 5:58 PM, Matteo Bruni matteo.myst...@gmail.com wrote:
2011/3/29 Roderick Colenbrander thunderbir...@gmail.com:
The fact that a pixel format is not set on the physDev doesn't
necessarily mean it is invalid, it just means SetPixelFormat wasn't
called on it. Though
29, 2011 at 5:55 PM, Matteo Bruni matteo.myst...@gmail.com wrote:
2011/3/29 Roderick Colenbrander thunderbir...@gmail.com:
I'm not sure if the only value error wglMakeCurrent should return is
INVALID_HANDLE. What if glXMakeCurrent fails because of an invalid
context? The return value may
On Sat, Mar 26, 2011 at 2:18 AM, Stefan Dösinger stefandoesin...@gmx.at wrote:
0001-wined3d-check-for-ARB_fragment_program-in-arbfp_blit.patch
Considering this statement in select_blit_implementation, directx.c:
if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
Hi Joshua,
Was about to submit a similar patch (had a few tiny fixes in my tree
left), but this patch is mostly fine with me. Except I would print to
'winediag' like some of the other errors for software / indirect
rendering are doing. So do something like 'Unable to active OpenGL
context, like
Okay, as I expected no ARB_fragment_program support. Give the attached
patch a try. For the time being (hope to get a little bit of time to
finish what I started..) this patch may be acceptable.
Roderick
On Mon, Mar 21, 2011 at 8:36 AM, Konrad Rzepecki
hanni...@astral.lodz.pl wrote:
Dnia
On Mon, Mar 21, 2011 at 5:12 PM, Konrad Rzepecki
hanni...@astral.lodz.pl wrote:
Dnia poniedziałek, 21 marca 2011, Roderick Colenbrander napisał(a):
Okay, as I expected no ARB_fragment_program support. Give the attached
patch a try. For the time being (hope to get a little bit of time to
finish
On Sun, Mar 20, 2011 at 1:26 PM, Alesh Slovak aleshslo...@gmail.com wrote:
On 21 March 2011 00:21, Vitaliy Margolen wine-de...@kievinfo.com wrote:
On 03/20/2011 08:20 AM, Alesh Slovak wrote:
I am interested in getting the Xbox 360 controller working in wine.
You'll need to implement
Hi Konrad,
You should try to figure out why blit_priv is NULL. That's the real
issue. What drivers are you using? Do they support arb fragment
program? Right now we may still call arbfp_blit_surface when the
extension isn't around (was working on this a year ago, haven't had
time since then :( ),
On Sun, Mar 20, 2011 at 3:48 PM, Stefan Dösinger stefandoesin...@gmx.at wrote:
On Sunday 20 March 2011 21:46:34 Austin English wrote:
There are some patches still around (would have to look them up) and
they work.
warn reason=clueless
I think the main problem with implementing xinput.dll
On Tue, Mar 8, 2011 at 10:03 PM, Dan Kegel d...@kegel.com wrote:
Robert McDonald asked:
I want to be able to define a structure if I'm compiling with Wine 1.2.2
but not with Wine 1.3.15, since the structure definition exists in the
latter but not the former. Is there a preprocessor macro
In case of Intel make sure you use drivers with debug symbols :) Yeah,
you could use oprofile, but for some quick and easy profiling sysprof
can be easier and much quicker.
Roderick
On Tue, Feb 22, 2011 at 2:55 AM, Jeff Zaroyko jeffzaro...@gmail.com wrote:
On Tue, Feb 22, 2011 at 8:53 PM,
On Sun, Feb 20, 2011 at 4:05 AM, Andrew Green greenie...@gmail.com wrote:
I was just looking at the Google summer of code(GSOC) ideas and
noticed implement the explorer. This grabbed my attention as I have
recently been working on a windows xp explorer clone.
Also it mentions a reference to
It looks fine to me, but I'm worried whether it can work properly in
the end. A few months ago I worked on Cuda support for something (I
implemented nvcuda.dll which is what cuda runtime libraries like
cudart or physx are using). Certain lowlevel nvcuda applications
worked, but more fancy
On Sat, Nov 20, 2010 at 3:17 AM, Stefan Dösinger ste...@codeweavers.com wrote:
Am Donnerstag 18 November 2010, 16:41:53 schrieb Matijn Woudt:
There's only 1 difference, the first one really shows a window with
all the triangle's, like it should. Second one doesn't show anything.
So all the
Hi Matijn,
What 3D API is this game using? Is it using Direct3D or OpenGL?
If it is Direct3D then I have the feeling the 'issue' is getting fixed
in the wrong layer.
Further I'm not really sure whether we want to allow pixel format 1 to
be used at all. In case of Wine all pixel formats are
...@gmail.com wrote:
On Mon, Nov 15, 2010 at 12:06 AM, Roderick Colenbrander
thunderbir...@gmail.com wrote:
Hi Matijn,
What 3D API is this game using? Is it using Direct3D or OpenGL?
If it is Direct3D then I have the feeling the 'issue' is getting fixed
in the wrong layer.
It's using
On Thu, Nov 4, 2010 at 3:08 AM, Vassilis Virvilis
vas...@iit.demokritos.gr wrote:
On 03/11/2010 12:36 πμ, Vassilis Virvilis wrote:
On 02/11/2010 02:12 πμ, Vincent Povirk wrote:
It is probably a layered window, in which case the following functions
in user32 are relevant:
Hi Jesse,
I think the 465 change should go in after the gpu table patch. The gpu
table patch could be modified but then it would essentially contain
two patches (makes regression testing more complicated, though I doubt
that would be an issue here). It is trivial to submit a patch after
this is
On Thu, Sep 9, 2010 at 6:12 PM, Damjan Jovanovic damjan@gmail.com wrote:
On Thu, Sep 9, 2010 at 5:47 PM, Austin English austinengl...@gmail.com
wrote:
On Thu, Sep 9, 2010 at 8:34 AM, Rosanne DiMesio dime...@earthlink.net
wrote:
On Thu, 9 Sep 2010 00:59:32 -0700
Dan Kegel d...@kegel.com
there). The Microsoft ddraw.h/d3d8/d3d9 and other headers do the same
before declaring the IDirect3D interfaces (actually dsound and tons of
other headers also do it).
Roderick
On Wed, Sep 8, 2010 at 5:22 AM, Alexandre Julliard julli...@winehq.org wrote:
Roderick Colenbrander thunderbir...@gmail.com writes
On Sat, Sep 4, 2010 at 7:50 PM, James McKenzie
jjmckenzi...@earthlink.net wrote:
I was just going over this page and found a few things that I don't know
about but have questions on for building Wine on the Mac:
The lowest MacOSX version that Wine will build on from the native package is
On Sun, Aug 29, 2010 at 2:18 PM, Jeff Cook j...@deserettechnology.com wrote:
I hate to stir the pot, especially as an unknown in the community, but
I've spent the last few hours reading WINE's history regarding DIB
engines and it is pretty distressing.
I have seen expressions of frustration
I'm not against inviting Pulseaudio guys. Sure, Pulseaudio was added
to distributions way too early and there still are a lot of issues but
sound servers like pulseaudio are really the way to go for the future.
People want to be able to plug in lets say a usb headset (so another
soundcard) when
On Thu, Aug 12, 2010 at 4:54 AM, Georgij Kirichenko
kirichenk...@gmail.com wrote:
This patch add support for decoding Dds, Ppm(and pgm, pbm) and Tga files th
Windows Imaging Component.
Each format you are adding requires its own patch.
This patch use dynamic linked FreeImage library, but i'am
On Thu, Aug 12, 2010 at 8:42 AM, Roderick Colenbrander
thunderbir...@gmail.com wrote:
On Thu, Aug 12, 2010 at 4:54 AM, Georgij Kirichenko
kirichenk...@gmail.com wrote:
This patch add support for decoding Dds, Ppm(and pgm, pbm) and Tga files th
Windows Imaging Component.
Each format you
On Tue, Aug 10, 2010 at 6:53 AM, Henri Verbeet hverb...@gmail.com wrote:
On 10 August 2010 15:27, Groeschel, Volker volker.groesc...@sap.com wrote:
I wonder if Wine will profit from the new X Presentation and Synchronization
feature NVIDIA is working on:
2010/8/8 Oldřich Jedlička oldium@seznam.cz:
Hi W,
On Sunday 08 August 2010 11:21:35 wy...@volny.cz wrote:
Hi,
i
just noticed some new and subtle failure in ddraw:dsurface
tests. I don't
know how closely you watch and study tests
results, so i thought it might
be a good idea bring it
On Mon, Aug 2, 2010 at 2:58 AM, Henri Verbeet hverb...@gmail.com wrote:
On 1 August 2010 05:37, Roderick Colenbrander thunderbir...@gmail.com wrote:
struct driver_version_information
{
+ WORD vendor; /* reported PCI card vendor ID */
...
+ enum
On Thu, Jul 22, 2010 at 10:14 PM, Stefan Dösinger
stefandoesin...@gmx.at wrote:
Am 22.07.2010 um 21:13 schrieb Oldřich Jedlička:
DirectX 1 interface allowed creation of explicit back buffers, so move the
restrictive checks to DirectX 2+ implementations.
It is still missing testing/handling
2010/7/20 Roderick Colenbrander thunderbir...@gmail.com:
2010/7/20 Oldřich Jedlička oldium@seznam.cz:
Hi Stefan,
On Tuesday 20 July 2010 00:01:13 Stefan Dösinger wrote:
Am 19.07.2010 um 21:24 schrieb Oldřich Jedlička:
Hi Stefan,
On Monday 19 July 2010 20:56:35 Stefan Dösinger wrote
On Wed, Jul 21, 2010 at 4:02 AM, Henri Verbeet hverb...@gmail.com wrote:
On 21 July 2010 05:08, Roderick Colenbrander thunderbir...@gmail.com wrote:
I think 'select_card_*' should just return the pci device id and the
default amount of video memory should be stored in lets say the driver
Hi Oldřich,
Not to discourage you, but in Wine tests serve as proof to show that a
patch is right, so you should first get all the tests you want in. The
bug should be fixed afterward. It is likely that the test will reveal
new issues.
Like I mentioned yesterday, checking memory location related
On Tue, Jul 20, 2010 at 1:54 PM, Henri Verbeet hverb...@gmail.com wrote:
On 20 July 2010 15:49, Luke Bratch l_bra...@yahoo.co.uk wrote:
Adds detection for the Nvidia 8800GTX card and sets its video memory
correctly.
I have sent this patch in the past but it got rejected, as this method of
On Tue, Jul 20, 2010 at 11:54 PM, Luke Bratch l_bra...@yahoo.co.uk wrote:
--- On Tue, 20/7/10, Henri Verbeet hverb...@gmail.com wrote:
Negative on using experimental extensions I'm afraid.
Writing a proof
of concept patch is ok, of course, and I'd be willing to
review that,
but it can't go
On Wed, Jul 21, 2010 at 1:57 AM, Seth Shelnutt shelnu...@gmail.com wrote:
For ati there is also GL_ATI_mem_info [1] or WGL_AMD_gpu_association [2] . I
believe that [1] is now obsolete as from reading some of the wine-dev
mailing list [3], and some other site it seems AMD is now pushing the
On Wed, Jul 21, 2010 at 3:59 AM, Roderick Colenbrander
thunderbir...@gmail.com wrote:
On Tue, Jul 20, 2010 at 11:54 PM, Luke Bratch l_bra...@yahoo.co.uk wrote:
--- On Tue, 20/7/10, Henri Verbeet hverb...@gmail.com wrote:
Negative on using experimental extensions I'm afraid.
Writing a proof
2010/7/20 Oldřich Jedlička oldium@seznam.cz:
Hi Stefan,
On Tuesday 20 July 2010 00:01:13 Stefan Dösinger wrote:
Am 19.07.2010 um 21:24 schrieb Oldřich Jedlička:
Hi Stefan,
On Monday 19 July 2010 20:56:35 Stefan Dösinger wrote:
Allowing the creation of the surface is most likely not
On Sun, Jul 18, 2010 at 11:05 AM, Misha Koshelev misha...@gmail.com wrote:
Dear All:
I just wanted to double check before I do anything with
D3DXCreateTeapot.
I have several options for implementing this:
Option A
One, the slightly harder option, involves the original dataset:
On Sun, Jul 18, 2010 at 11:58 PM, Misha Koshelev misha...@gmail.com wrote:
On Sun, 2010-07-18 at 14:37 -0700, Dan Kegel wrote:
IMHO, our criterion is we only need to implement what apps really need,
and for the moment, that app probably could live with a stub for
D3DXCreateTeapot. When we
Hi Seth,
It is not a good idea to advertise a 8400 and a 8500 as a 8600GT. All
Geforce8 GPUs have the same features (except, some have different
purevideo capabilities). As mentioned before even CUDA is allowed on
all GPUs but only if they have 256MB or more.
Likely the app you are using either
On Mon, Jul 12, 2010 at 2:51 PM, Roderick Colenbrander
thunderbir...@gmail.com wrote:
Hi Seth,
It is not a good idea to advertise a 8400 and a 8500 as a 8600GT. All
Geforce8 GPUs have the same features (except, some have different
purevideo capabilities). As mentioned before even CUDA is allowed
On Sat, Jul 10, 2010 at 6:30 PM, Seth Shelnutt shelnu...@gmail.com wrote:
On Sat, Jul 10, 2010 at 3:57 PM, Henri Verbeet hverb...@gmail.com wrote:
What kind of issue? (Just curious.)
Well a 8300 isn't cuda capable, and even with the forcegpu nvidia_g80 flag,
wine still makes the client
Yeah, this is the correct fix for this horribly broken API (did quite
a bit of xinput hacking recently). There is no call to query what
joysticks are available since the API was designed to allow you to
plug in a joystick while you are playing a game. Games just use
XInputGetState (which retrieves
On Wed, Apr 28, 2010 at 2:56 PM, Henri Verbeet hverb...@gmail.com wrote:
On 28 April 2010 14:29, Roderick Colenbrander thunderbir...@gmail.com wrote:
+ /* Early sort out of cases where no render target is used */
+ if (!dstSwapchain !srcSwapchain
+ src_surface != device
Hi,
It is certainly nice that a company offers support for this. Last year
I did something even cooler and it doesn't require much effort. I used
Visual Studio itself to remotely debug on Wine.
I'm not sure if I used native dbghelp.dll or not (I think I didn't use
it). The only thing I needed
On Fri, Jun 18, 2010 at 6:43 PM, Austin English austinengl...@gmail.com wrote:
On Fri, Jun 18, 2010 at 11:37 AM, Alan W. Irwin
ir...@beluga.phys.uvic.ca wrote:
If what you want is to add workarounds for Wine in your code, then
neither __WINE__ nor the build platform matter. What matters is the
From 3d19821425c857801abd51233ad01a2b6d436a5d Mon Sep 17 00:00:00 2001
From: Roderick Colenbrander thunderbir...@gmail.com
Date: Mon, 14 Jun 2010 23:22:52 +0200
Subject: [PATCH] wined3d: Add NPOT quirk for GeforceFX 5200
This should fix bug 23169.
---
dlls/wined3d/directx.c |4 +++-
1 files
On Thu, Jun 17, 2010 at 7:03 PM, Vitaliy Margolen
wine-de...@kievinfo.com wrote:
On 06/16/2010 12:59 PM, Roderick Colenbrander wrote:
I'm wondering how to proceed with XInput. My main issue is the
'joystick access part'. Would it be fine to directly access the
controller from Xinput (so we
Hi all,
I'm interested in adding Xbox 360 controller support to Wine. For
people who don't know how this works and what's so special I will
first give a small introduction.
The Xbox 360 controller is a normal USB device which you can use from
'xinput*.dll' (typically xinput1_3.dll is used). The
I don't expect Wine itself to ever work on cygwin. Last year I asked
AJ about it and there are some special file handle features which are
needed. This stuff is supported in SUA but at least in the Vista
version this was broken. They MIGHT have fixed it for Win7, so if Wine
can work on Windows it
On Wed, Jun 16, 2010 at 11:42 PM, Alexandre Julliard
julli...@winehq.org wrote:
Roderick Colenbrander thunderbir...@gmail.com writes:
I'm wondering how to proceed with XInput. My main issue is the
'joystick access part'. Would it be fine to directly access the
controller from Xinput (so we
On Wed, Jun 2, 2010 at 5:20 AM, Albert Lee tr...@forkgnu.org wrote:
On Wed, 2 Jun 2010 03:14:34 +, Seth Shelnutt shelnu...@gmail.com
wrote:
I am trying to get folding at home gpu client working. The issue we are
having now is that it detects the driver version and says it is not
right,
On Wed, Jun 2, 2010 at 5:03 PM, Seth Shelnutt shelnu...@gmail.com wrote:
Is there any reason that across all files we don't report the same driver
version? Does windows not do this? Maybe it'd be easier to keep the code in
wined3d and just have user32 and such call for the driver details? I
2010/6/2 Mariusz Pluciński vsha...@gmail.com:
You're right, but I thought about numbering too late, when
I noticed my patches appeared in wrong order.
I attached configure files, cause they're part of main
tree. I though, that if they're intended to being generated,
they would already be
winegcc -shared cudart.dll.spec -mno-cygwin -o cudart.dll.so cudart.o
-L/usr/local/cuda/lib/ -lcudart -lodbc32 -lole32 -loleaut32 -lwinspool
-lodbccp32 -luuid
cudart.o: In function `__saturatef':
cudart.c:(.text+0x3b6c): undefined reference to `__cuda___isnanf'
cudart.o: In function
But which methods are allowed? I assume that obvious
methods (reading header files, registry dumps, etc.) are
acceptable, but can I e.g. analyze .pdb symbol files
(availble in e.g. Microsoft's DirectX SDK)?
You can do the above as long as they are readily available. The .pdb files
are
On Wed, May 19, 2010 at 8:27 PM, Roderick Colenbrander
thunderbir...@gmail.com wrote:
On Wed, May 19, 2010 at 7:02 PM, Henri Verbeet hverb...@gmail.com wrote:
On 19 May 2010 14:46, Roderick Colenbrander thunderbir...@gmail.com wrote:
The main issue I'm facing is p8 uploads which are completely
On Tue, May 25, 2010 at 8:46 AM, Florian Köberle flor...@fkoeberle.de wrote:
Hello,
just someone informed me that I MUST NOT vote for my own bugs. Is there
a reason for it?
I think it is disallowed because self promotion can make an app more
important while only few people may use it.
To be
At a later stage I might disallow calling set_shader when we don't need the
shader.
How does the caller know when a shader is needed?
In the end set_shader will only be called by blit_shader-blit_surface.
The main issue I'm facing is p8 uploads which are completely broken
right now (a
On Wed, May 19, 2010 at 11:30 AM, Roderick Colenbrander
thunderbir...@gmail.com wrote:
At a later stage I might disallow calling set_shader when we don't need the
shader.
How does the caller know when a shader is needed?
In the end set_shader will only be called by blit_shader-blit_surface
On Wed, May 19, 2010 at 7:02 PM, Henri Verbeet hverb...@gmail.com wrote:
On 19 May 2010 14:46, Roderick Colenbrander thunderbir...@gmail.com wrote:
The main issue I'm facing is p8 uploads which are completely broken
right now (a regression). At the beginning of the week I wanted to add
On Tue, May 18, 2010 at 9:56 AM, Henri Verbeet hverb...@gmail.com wrote:
On 18 May 2010 09:30, Roderick Colenbrander thunderbir...@gmail.com wrote:
- arbfp_blit_set((IWineD3DDevice *)device, src_surface);
+ if (is_complex_fixup(src_surface-resource.format_desc-color_fixup
+ (dst_usage WINED3DUSAGE_RENDERTARGET))
What is that condition for?
For a part it was meant to disable sysmem - sysmem copies using the
arbfp blit_shader (but that should be done in general, so outside this
check). I wasn't sure whether dst_pool == D3DPOOL_DEFAULT would be
safe in
On Tue, May 18, 2010 at 10:58 AM, Henri Verbeet hverb...@gmail.com wrote:
On 18 May 2010 10:45, Roderick Colenbrander thunderbir...@gmail.com wrote:
isn't right since set_shader does useful things as well like
glEnable(tex_type).
Yeah. In the bigger picture it's also slightly insane that we
On Tue, May 18, 2010 at 3:12 PM, Mike Kronenberg
mike.kronenb...@kronenberg.org wrote:
On 17.05.2010, at 07:52, Charles Davis wrote:
On 5/16/10 9:04 PM, James Mckenzie wrote:
Roderick Colenbrander wrote:
On Sun, May 16, 2010 at 6:02 PM, C.W. Betts computer...@hotmail.com
wrote:
On May 16
On Tue, May 18, 2010 at 2:42 PM, Dan Kegel d...@kegel.com wrote:
On Tue, May 18, 2010 at 3:07 AM, Scott Ritchie sc...@open-vote.org wrote:
http://kegel.com/wine/yagmarkdata/wine-1.1.44-245.html
What tool are you using to make them?
gnuplot. The script (if you can call it that) I use is at
On Mon, May 17, 2010 at 1:29 PM, Henri Verbeet hverb...@gmail.com wrote:
On 17 May 2010 13:11, Roderick Colenbrander thunderbir...@gmail.com wrote:
This patch introduces a new blit operation to allow complex uploads from
LoadLocation. It allows hw accelerated
p8 uploads to function again (I
The fact that Cocoa is objective C is one of the issues (Charles Davis
made some C wrapper I think). The most problematic thing is that it
really need is a DIB engine. The Cocoa graphics APIs are similar to
Cairo / XRender / Direct2D and other modern APIs. These APIs are great
for vector drawing,
On Tue, May 11, 2010 at 7:27 AM, Dan Kegel d...@kegel.com wrote:
http://kegel.com/wine/yagmarkdata/wine-1.1.44-19-vs-wine-1.1.44-72.txt
shows yesterday's wine's performance compared to today's.
Highlights:
Comparing wine-1.1.44-19 with wine-1.1.44-72
benchmark_variable wine-1.1.44-19
, Roderick Colenbrander
thunderbir...@gmail.com wrote:
On my laptop I also had some weird results in some game depending on
when I started it. In my case I suspected that the GPU wasn't at the
maximum clock speeds yet. Depending on what GPU you are using you
might also have '2d' and '3d' clocks. Try
Yeah the -O0 bug was reported on #winehackers yesterday and will
likely be fixed soon. Compiling using -O2 (which is what you should
use by default anyway unless you have very good reasons not to) should
work fine.
Roderick
On Sat, May 8, 2010 at 2:33 PM, wy...@volny.cz wrote:
Hi guys, i
When doing such benchmarks also try to write down the frame rates of
the individual tests. The 3dmark score is some sort of weighted
average (the result of the cpu test in it is also quite important).
From what I remember the scores in 2000/2001/2003 were actually good
but 2005/2006 used to be
On Wed, Apr 28, 2010 at 2:56 PM, Henri Verbeet hverb...@gmail.com wrote:
On 28 April 2010 14:29, Roderick Colenbrander thunderbir...@gmail.com wrote:
+ /* Early sort out of cases where no render target is used */
+ if (!dstSwapchain !srcSwapchain
+ src_surface != device
Ignore patch 1/4 and 2/4 for now. I missed a reply from Henri to the bug report.
Roderick
On Wed, Apr 28, 2010 at 2:29 PM, Roderick Colenbrander
thunderbir...@gmail.com wrote:
This patch fixes a part of bug 22356. The issue is that Jedi Knight performs
a full surface copy
from the back
, Roderick Colenbrander thunderbir...@gmail.com wrote:
This patch fixes an issue in King's Bounty: The Legend for which a shader
of the form:
'texture2D(sampler2D, tmp0.xyz)' was generated. The nvidia GLSL compiler
wants to have tmp0.xyz.
We talked about this on IRC yesterday, the reason
Do we want useless bug reports / wine test results? I agree that we
want as much people to compile wine64 though. Perhaps an acceptable
solution for now would be to mention that the current gcc is buggy and
let configure link to some easy to use script which can build a proper
compiler.
Roderick
This is actually patch 1/2 and the other 2/2. I should submit patches
in another way next time (either use --annotate, or edit them or
whatever).
Roderick
You caught me! I guess Ge will kill me.
Roderick
On Mon, Apr 26, 2010 at 9:05 PM, Paul Vriens paul.vriens.w...@gmail.com wrote:
On 04/26/2010 08:29 PM, Roderick Colenbrander wrote:
This is actually patch 1/2 and the other 2/2. I should submit patches
in another way next time (either use
On Mon, Apr 19, 2010 at 1:44 PM, Stefan Dösinger stefandoesin...@gmx.at wrote:
Am 18.04.2010 um 20:42 schrieb Roderick Colenbrander:
Implementation details aside it would be very useful if a mechanism
can take advantage of GPU monitor APIs like the ones from nvidia
perfkit
On Sun, Apr 18, 2010 at 5:40 PM, Stefan Dösinger stefandoesin...@gmx.at wrote:
Am 18.04.2010 um 04:57 schrieb Dan Kegel:
At the moment, my plan is to simply dedicate a machine
and script a daily run of a couple benchmarks with +fps,
and upload the resulting framerates to a web page
so we can
On Sun, Apr 18, 2010 at 8:32 PM, Stefan Dösinger stefandoesin...@gmx.at wrote:
Am 18.04.2010 um 18:33 schrieb Roderick Colenbrander:
There's not much better than can be done. Some games use the same
calculation as in Wine while others take into account previous
results. Here I have adjusted
1 - 100 of 669 matches
Mail list logo