Re: d3d8: some 64-bit fixes

2009-02-22 Thread Henri Verbeet
2009/2/23 Austin English austinengl...@gmail.com: +STDMETHOD(ApplyStateBlock)(THIS_ DWORD_PTR Token) PURE; +STDMETHOD(CaptureStateBlock)(THIS_ DWORD_PTR Token) PURE; +STDMETHOD(DeleteStateBlock)(THIS_ DWORD_PTR Token) PURE; +STDMETHOD(CreateStateBlock)(THIS_

Re: d3d8: some 64-bit fixes

2009-02-23 Thread Henri Verbeet
FWIW, I think the right way to fix this would be to use a handle table like for shaders.

Re: [2/2] WineD3D: Create a common sampling function in GLSL

2009-02-25 Thread Henri Verbeet
2009/2/24 Stefan Dösinger ste...@codeweavers.com: +static void shader_glsl_gen_sample_code(const SHADER_OPCODE_ARG *arg, DWORD sampler, const char *coord_reg, +const glsl_sample_function_t *sample_function, const char *dst_swizzle, +

Re: Effects in D3D10 and D3DX

2009-03-02 Thread Henri Verbeet
2009/3/3 Luis C. Busquets Pérez luis.busqu...@ilidium.com:  I have seen that Henri Verbeet has begun the implementation of ID3D10Effect. Since there is a ID3DX9Effect interface I wonder of the possibility of creating something like wined3deffect and refer ID3DXEffect and ID3D10Effect

Re: msacm32: acmFormatEnum - implementing ACM_FORMATENUMF_SUGGEST (2nd try)

2009-03-03 Thread Henri Verbeet
2009/3/3 James McKenzie jjmckenzi...@earthlink.net: Can you please use standard compression programs with standard extensions. Your file extension, .bin will not work here. Although application/octet-stream might not be the best content type, it's just text.

Re: [1/6] wined3d: Buffer object ID's are supposed to be unsigned.

2009-03-09 Thread Henri Verbeet
2009/3/9 Stefan Dösinger ste...@codeweavers.com: Am Montag, 9. März 2009 14:36:57 schrieb Henri Verbeet: -    int VBO;            /* Vertex buffer object this data is in */ +    unsigned int VBO;   /* Vertex buffer object this data is in */ Wouldn't the really correct type be GLuint? Yes

Re: [ddraw/tests 2/2] Mark some more tests are broken() on W2K

2009-03-11 Thread Henri Verbeet
2009/3/11 Stefan Dösinger ste...@codeweavers.com: Am Mittwoch, 11. März 2009 12:07:27 schrieb Paul Vriens: +    ok(hr == D3D_OK || +       broken(hr == D3DERR_SCENE_IN_SCENE), /* W2K */ +       IDirect3DDevice7_BeginScene failed with %08x\n, hr); I don't like that one. I think I wrote those

Re: [3/6] wined3d: The adapters array should be owned by IWineD3DImpl.

2009-03-11 Thread Henri Verbeet
2009/3/11 Allan Tong acton...@gmail.com: On Wed, Mar 11, 2009 at 5:18 AM, Henri Verbeet hverb...@codeweavers.com wrote: @@ -4051,10 +4097,11 @@ static void WINE_GLAPI diffuse_d3dcolor(const void *data)  static void WINE_GLAPI specular_d3dcolor(const void *data)  {     DWORD specularColor

Re: d3d9/tests: Limit the back buffer to 800x600 in the scissor size test.

2009-03-12 Thread Henri Verbeet
2009/3/12 Michael Stefaniuc mstef...@redhat.com: I sent the patch out to provoke a better patch from somebody more knowledgeable in that domain. Of course only if it's worth the effort; until the advent of the netbooks with their odd screen size assuming that 1024x768 will just work was good

Re: [patch review] add gl_vertex_program_point_size to state_pscale

2009-03-12 Thread Henri Verbeet
2009/3/12 Erik Inge Bolsø knan-w...@anduin.net: Hello! I'd like a review of this patch - does the approach look reasonable? (Not my code, but it fixes a bug I reported.) Not in this form, although enabling GL_VERTEX_PROGRAM_POINT_SIZE is something we should do. It needs to go either into

Re: wined3d: fix wrong FIXME-Message

2009-03-14 Thread Henri Verbeet
2009/3/14 Stefan Dösinger ste...@codeweavers.com: The if check isn't that correct either. If MAX_COMBINED_SAMPLERS = 8 + 3 everything's fine too. d3d9 only supports 8 fixed function frag samplers and 3 vertex samplers at max, so even if we can't use all GL samplers together, we're still fine

Re: Patch for WineD3D to set Driver an Description (try 2)

2009-03-15 Thread Henri Verbeet
2009/3/14 Mirek Slugeň thunde...@email.cz: Hi, Fallout 3 and maybe other games or D3D apps needs such special settings, this patch should be ok, it is well tested. This patch is not hack! You're leaking wined3d_settings.video_description and wined3d_settings.video_driver. Having an override

Re: GSoC Idea: D3DXMesh

2009-03-18 Thread Henri Verbeet
2009/3/18 Roderick Colenbrander thunderbir...@gmx.net: Your email left me confused because you say implementing D3DXMesh is small however towards the end of your email say it is a large job. Surely having something small is good for SoC projects, no? D3DX is huge and D3DXMesh is a small part

Re: wined3d: Document the correlation of gl_shaders and num_gl_shaders with an assertion (Coverity 905).

2009-03-22 Thread Henri Verbeet
2009/3/22 James Hawkins trui...@gmail.com: ---  dlls/wined3d/vertexshader.c |    3 +++  1 files changed, 3 insertions(+), 0 deletions(-) I guess the nicer way to make Coverity shut up would be to replace if(shader-gl_shaders) { with if (shader-num_gl_shaders). Wouldn't the code in

Re: [2/2] quartz: Add a libavformat based MPEG demuxer.

2009-03-23 Thread Henri Verbeet
2009/3/23 Chris Robinson chris.k...@gmail.com: I wouldn't recommend this patch as being very safe. Having dealt with ffmpeg, my experience has been that it's ABI is not stable (the .so version number increments often, forcing recompilations). And when trying to update to new lib versions,

Re: [3] [wined3d] GLSL: implement texrect coord fixup

2009-03-24 Thread Henri Verbeet
2009/3/23 Tobias Jakobi liquid.a...@gmx.net: +if (prog-ps_args.texrect_fixup) { +for (i = 0; i MAX_FRAGMENT_SAMPLERS; ++i) { Using something like the following would avoid checking the entire prog-rectFixup_location array when only the first few samplers are used:

Re: [4] [wined3d] trigger constant reloading when RECT textures change

2009-03-24 Thread Henri Verbeet
2009/3/23 Tobias Jakobi liquid.a...@gmx.net: +if (!use_ps(stateblock) || (stateblock-wineD3DDevice-shader_backend != glsl_shader_backend)) { Checking which backend is used is pretty ugly.

Re: [PATCH 2/2] secur32: Use indices to link the free handles.

2009-03-24 Thread Henri Verbeet
2009/3/24 Florian Köberle flor...@fkoeberle.de: Pointers can get invalid when the table gets moved in memory. This can happen when the table grows. Did you actually see this happen? The table is only supposed to grow when there are no free handles.

Re: [PATCH 1/2] secur32: Change scan_free_handle to print an error, if the index (handle) is out of range.

2009-03-24 Thread Henri Verbeet
2009/3/24 Florian Köberle flor...@fkoeberle.de: +    if (handle_idx 0 || handle_idx = schan_handle_count) handle_idx can't be 0 because it's unsigned. Printing an ERR if the handle is out of range is probably ok, but I think crashing is better than just returning NULL.

Re: [5/10] wined3d: Remove unused attributes from WineDirect3DVertexStridedData.

2009-03-26 Thread Henri Verbeet
2009/3/26 Stefan Dösinger stefandoesin...@gmx.at: I think position2 and normal2 are used with fixed function tweening. Yes, but that's not actually implemented. If we ever do implement that in a shader we'll need to fit it into the existing 16 attributes. We'd probably have to make the mapping

Re: [6/10] wined3d: Simplify remove_vbos().

2009-03-26 Thread Henri Verbeet
2009/3/26 Stefan Dösinger stefandoesin...@gmx.at: Doesn't that mix up named and numbered attributes? No, not really. The only reason the code had to use named attributes before was that there were more named attributes than could be indexed through the array.

Re: wined3d: SetDepthStencilSurface is always called when AutoDepthStencil is enabled

2009-03-27 Thread Henri Verbeet
2009/3/27 David Adam david.adam.c...@gmail.com: Fixes bug 16846. Could you include the test as well?

Re: DxDiag Demo Patch

2009-03-27 Thread Henri Verbeet
2009/3/25 Allen Hair allen.h...@gmail.com: Attached is a patch that will add our code to the source tree. This patch is not meant to be committed, but should provide a demonstration of the application so far. Any feedback would be appreciated, I will try to incorporate any suggestions as I

Re: [2/11] wined3d: Create a separate function for checking a format's FBO compatibility.

2009-03-27 Thread Henri Verbeet
2009/3/27 Allan Tong acton...@gmail.com: +            if (check_fbo_compat(gl_info, gl_formats_template[src].glInternal)) +            { +                TRACE(Internal format of %s not supported as FBO target, using render target internal instead\n, +                        

Re: wined3d [try 2]: SetDepthStencilSurface is always called when AutoDepethStencilBuffer is enabled

2009-03-29 Thread Henri Verbeet
2009/3/28 Stefan Dösinger stefandoesin...@gmx.at: Am Samstag, 28. März 2009 14:58:28 schrieb Stefan Dösinger: Am Samstag, 28. März 2009 14:39:15 schrieb David Adam: +         hrc = IWineD3DDeviceImpl_CreateSurface(iface, ... +                 This-parent); You'll have to use a callback

Re: [RFC] Port of Stefan Dösinger's ARB_vertex_prog ram fixed-function vertex pipeline replacement to 1.1.18

2009-03-29 Thread Henri Verbeet
2009/3/29 Paul TBBle Hampson paul.hamp...@pobox.com: fixme:d3d_surface:surface_upload_data GL_INVALID_VALUE (0x501) from glTexSubImage2D @ ../../../dlls/wined3d/surface.c / 349 These are a problem, I think. 2009/3/29 Stefan Dösinger stefandoesin...@gmx.at: Its probably a reasonable goal to

Re: wined3d [try3]: SetDepthStencilSurface is always called when AutoDepthStencil is enabled

2009-03-29 Thread Henri Verbeet
2009/3/29 David Adam david.adam.c...@gmail.com: + hrc = IWineD3DDeviceParent_CreateDepthStencilSurface(This-device_parent, + NULL, + pPresentationParameters-BackBufferWidth, + pPresentationParameters-BackBufferHeight, +

Re: wined3d [try 4]: SetDepthStencilSurface is always called when AutoDepthStencil is enabled

2009-03-29 Thread Henri Verbeet
2009/3/29 David Adam david.adam.c...@gmail.com: -return WINED3DERR_INVALIDCALL; + HRESULT hrc; You're still using 9 space indentation.

Re: Patch for specifying video card name and driver

2009-03-30 Thread Henri Verbeet
2009/3/30 John Whitlock john-whitl...@ieee.org: This patch adds the ability to specify the name and driver for the video card using registry keys (Current_user/Software/Wine/Direct3D).  This is similar to existing code in wined3d, and has been used since 1.1.8 to get Fallout 3 working. Either

Re: [RFC] Port of Stefan Dösinger's ARB_vertex_prog ram fixed-function vertex pipeline replacement to 1.1.18

2009-03-30 Thread Henri Verbeet
2009/3/30 Paul TBBle Hampson paul.hamp...@pobox.com: Any suggestions on the work that is needed? Apart from the above GL_INVALID_VALUE, I'm unaware of any failures apart from it being slow. I'd need to do a proper review, but eg. can_convert_d3dcolor is something that needs a bit more thought

Re: [1/6] WineD3D: Merge index buffers into base buffers

2009-03-30 Thread Henri Verbeet
2009/3/30 Stefan Dösinger ste...@codeweavers.com: -hr = IWineD3DDevice_CreateBuffer(This-wined3d_device, wined3d_desc, -(IUnknown *)object, object-wined3d_buffer); +hr = IWineD3DDevice_CreateBuffer(This-wined3d_device, desc-ByteWidth, +desc-Usage, 0,

Re: Windows 7

2009-04-03 Thread Henri Verbeet
2009/4/3 Austin English austinengl...@gmail.com: I'm not sure what the dwbuildnumber should be, I can't find that information anywhere...Anywho, this should work. RC1 was 0x1b9c, I think. The final build number isn't known yet, of course, which is also a reason why it doesn't make sense to add

Re: Windows 7

2009-04-03 Thread Henri Verbeet
2009/4/3 Austin English austinengl...@gmail.com: On Fri, Apr 3, 2009 at 3:06 PM, Henri Verbeet hverb...@gmail.com wrote: 2009/4/3 Austin English austinengl...@gmail.com: I'm not sure what the dwbuildnumber should be, I can't find that information anywhere...Anywho, this should work. RC1

Re: User forum thread: how can we improve WINE?

2009-04-05 Thread Henri Verbeet
2009/4/5 Austin English austinengl...@gmail.com: Again, the same argument can be made for native dlls. Tons of tutorials recommend setting just about every dll to native, and winecfg allows this. Should we not allow people to set more than 3 dlls to native? You could certainly make an

Re: new refcount for d3d ??

2009-04-05 Thread Henri Verbeet
2009/4/5 Stefan Dösinger ste...@codeweavers.com: After a discussion on #winehackers I want to add something for the archives: This is a situation that cannot be solved in d3d9 alone, a fix has to involve wined3d. This is because there is a hidden reference kept on every object that is

Re: new refcount for d3d ??

2009-04-05 Thread Henri Verbeet
2009/4/6 Stefan Dösinger ste...@codeweavers.com: That was my suggestion. We already keep a wined3d-internal refcount for all these objects(shaders, textures, ...), and my plan was a callback function(maybe provided via a COM interface, similar to the WineD3DDeviceParent one). Some time ago I

Re: [3/10] WineD3D: Merge indexbuffer and buffer implementations

2009-04-05 Thread Henri Verbeet
Personally I would've eliminated the implementation differences first (the main difference is when the data is copied, unmap vs. preload), and then just killed IWineD3DIndexBufferImpl once they were the same from an implementation point of view. Eg., you can ignore the conversion if you can prove

Re: [5/5] WineD3D: Merge buffer creation methods

2009-04-05 Thread Henri Verbeet
2009/4/4 Stefan Dösinger ste...@codeweavers.com: -hr = IWineD3DDevice_CreateBuffer(This-wined3d_device, wined3d_desc, -data ? data-pSysMem : NULL, (IUnknown *)object, object-wined3d_buffer); +hr = IWineD3DDevice_CreateBuffer(This-wined3d_device, 0 /* fvf */, +

Re: [1/10] d3d8, d3d9: Don't rely on the wined3d buffer type

2009-04-05 Thread Henri Verbeet
2009/4/4 Stefan Dösinger ste...@codeweavers.com: +pDesc-Usage = pDesc-Usage; +pDesc-Pool = pDesc-Pool; +pDesc-Size = pDesc-Size; This is just silly.

Re: [4/10] WineD3D: Merge IWineD3DIndexBuffer and IWineD3DBuffer

2009-04-05 Thread Henri Verbeet
2009/4/4 Stefan Dösinger ste...@codeweavers.com: +WINED3DRESOURCETYPE WineD3DRType; TRACE((%p)-(%d, %d, %d, %08x, %d, %d)\n, This, Adapter, DeviceType, AdapterFormat, Usage, RType, CheckFormat); +switch(RType) { +case D3DRTYPE_VERTEXBUFFER: +case

Re: [3/3] wined3d: Free allocated strings for driver and description

2009-04-07 Thread Henri Verbeet
2009/4/7 John Whitlock john-whitl...@ieee.org: +HeapFree(GetProcessHeap(), 0, wined3d_settings.video_driver); +HeapFree(GetProcessHeap(), 0, wined3d_settings.video_description); This should be part of the first patch. (And if you're going to resend anyway, I think it makes more sense to

Re: [2/3] ntdll: don't treat DOS paths starting with / as Unix paths

2009-04-07 Thread Henri Verbeet
2009/4/7 Vincent Povirk madewokherd+8...@gmail.com: On Mon, Apr 6, 2009 at 9:15 PM, Chris Robinson chris.k...@gmail.com wrote: On Monday 06 April 2009 6:58:31 pm Vincent Povirk wrote: On Mon, Apr 6, 2009 at 8:53 PM, Chris Robinson chris.k...@gmail.com wrote: Isn't that the python test's

Re: [5/6] d3d: Remove the format from index buffers

2009-04-09 Thread Henri Verbeet
2009/4/9 Stefan Dösinger ste...@codeweavers.com: +hr = IWineD3DDevice_SetIndices(This-wineD3DDevice, This-indexbuffer, + WINED3DFMT_R16_UINT /* d3d7 uses uints */); The comment is inconsistent with the code (and probably redundant to begin with).

Re: [3/6] d3d9: Store the FVF in the d3d9 vertex buffer

2009-04-09 Thread Henri Verbeet
2009/4/9 Stefan Dösinger ste...@codeweavers.com: @@ -197,7 +197,6 @@ static HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDesc(LPDIRECT3DVERTEXBUFFER9 pDesc-Usage = desc.Usage; pDesc-Pool = desc.Pool; pDesc-Size = desc.Size; -pDesc-FVF = desc.FVF;

Re: [4/8] WineD3D: Support the full amount of constants in GLSL

2009-04-10 Thread Henri Verbeet
2009/4/9 Stefan Dösinger ste...@codeweavers.com: Please do not apply this patch without patches 5, 6, 7 and 8. In some circumstances, this patch can step on the toes of inefficient MacOS drivers or old fglrx versions. The additional patches give wined3d knowledge of these driver problems to

Re: [5/8] WineD3D: Add a more formal framework for driver quirks

2009-04-10 Thread Henri Verbeet
There are a couple of things I don't like about this patch. - I don't like how much information specific to constant fixups the table contains. - The apple field is weird. If you're going to have a callback function you might as well match that information there, if appropriate. On the other hand,

Re: [3/8] WineD3D: Deal with reserved shader constants in the backend

2009-04-10 Thread Henri Verbeet
2009/4/9 Stefan Dösinger ste...@codeweavers.com: +unsigned max_constantsF; This is valid C, of course, but would the extra 4 characters for int really hurt?

Re: [4/8] WineD3D: Support the full amount of constants in GLSL

2009-04-10 Thread Henri Verbeet
2009/4/9 Stefan Dösinger ste...@codeweavers.com: if(pshader) { -max_constantsF = GL_LIMITS(pshader_constantsF) - (MAX_CONST_B / 4) - MAX_CONST_I - 2; -max_constantsF = min(This-baseShader.limits.constant_float, max_constantsF); +/* No indirect

Re: wined3d: don't update the screen when gdi back buffers are unlocked

2009-04-10 Thread Henri Verbeet
2009/4/8 Vincent Povirk vinc...@codeweavers.com: This should fix bug 15789. Stefan tells me that we're supposed to update the screen when the front buffer is unlocked, as that means it could have changed. Instead, we do it when any buffer in the swapchain is unlocked. This makes for a lot

Re: [5/8] WineD3D: Add a more formal framework for driver quirks

2009-04-12 Thread Henri Verbeet
2009/4/12 Stefan Dösinger ste...@codeweavers.com: I accidentally deleted the mail in my inbox, so that reply is without a proper in-reply-to tag. Here's the archive for reference: http://www.winehq.org/pipermail/wine-devel/2009-April/074718.html - I don't like how much information specific to

Re: [5/6] WineD3D: Support the full amount of constants in GLSL

2009-04-15 Thread Henri Verbeet
2009/4/15 Stefan Dösinger ste...@codeweavers.com: +void record_const_read(DWORD reg, unsigned int *array, int *num) { +int r; +BOOL inc = TRUE; +for(r = 0; r *num; r++) { +if(array[r] == reg) { +inc = FALSE; +break; +} +} + +

Re: [5/6] WineD3D: Support the full amount of constants in GLSL

2009-04-15 Thread Henri Verbeet
2009/4/15 Stefan Dösinger ste...@codeweavers.com: Am Mittwoch, 15. April 2009 09:36:46 schrieb Henri Verbeet: 2009/4/15 Stefan Dösinger ste...@codeweavers.com: +void record_const_read(DWORD reg, unsigned int *array, int *num) { +    int r; +    BOOL inc = TRUE; +    for(r = 0; r *num; r

Re: Article on wine development strategy

2009-04-18 Thread Henri Verbeet
2009/4/18 Ben Klein shackl...@gmail.com: Right now, there's one thing bugging me: bug 14939. If Dan (or others) would like to implement a method of deferring S3TC texture decompression to the appropriately licensed GPU, assuming there are no legal issues with this, I'd be ecstatic. But I'm

Re: wined3d: Fix prototype for EnumAdapterModes

2009-04-19 Thread Henri Verbeet
2009/4/19 Stefan Dösinger stefandoesin...@gmx.at: the code checked out currently, so I can't check. Maybe the calls and the implementation match and just the .idl prototype is different. Yeah, only the idl was wrong (but compatible).

Re: [PATCH 1/2] Handle refcount of lights when interacting with viewport.

2009-04-19 Thread Henri Verbeet
2009/4/19 Christian Costa titan.co...@wanadoo.fr: @@ -760,6 +760,8 @@ IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface, lpDirect3DLightImpl-activate(lpDirect3DLightImpl); } +IDirect3DLight_AddRef(lpDirect3DLight); + LeaveCriticalSection(ddraw_cs); return

Re: Janitor: list.h functions defined but not used

2009-04-20 Thread Henri Verbeet
2009/4/20 James McKenzie jjmckenzi...@earthlink.net: What compiler was complaining about the static inline problem?  Your solution may cause problems with other compilers. More specifically, you need to protect this with an #ifdef. E.g.: #ifdef __GNUC__ #define __WINE_ATTR_UNUSED

Re: Janitor: list.h functions defined but not used

2009-04-20 Thread Henri Verbeet
2009/4/20 Detlef Riekenberg wine@web.de: Support for compiler specific features should be tested during configure. What would that look like, approximately?

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Henri Verbeet
2009/4/21 Tobias Jakobi liquid.a...@gmx.net: +struct ps_np2fixup_t { +unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ +GLfloat*const_cache; /* constant cache for fast reloading (without readback) */ +WORDswz; /* bitfield used

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Henri Verbeet
2009/4/22 Tobias Jakobi liquid.a...@gmx.net: - Why is this in struct ps_compiled_shader? This really looks like something that should be internal to the backend. No, that's definitely not the case. The struct's data is used both in GLSL and ARB mode (I'll submit the ARB patches later) - so it

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Henri Verbeet
2009/4/22 Tobias Jakobi liquid.a...@gmx.net: Henri Verbeet wrote: Sure, but it's still internal bookkeeping of the backends. Everything the backend needs from the outside world is the np2_fixup field from struct ps_compile_args. For ARB mode this is essential since something like

Re: [1/7] [wined3d] move creation of NP2 fixup uniforms into separate loop (retry)

2009-04-23 Thread Henri Verbeet
2009/4/23 Tobias Jakobi liquid.a...@gmx.net: ps_np2fixup_t is still stored in ps_compiled_shader and I have no intention to change this, since the ARB code is going to use the exact same structure. NAK

Re: [3/5] wined3d: The first shader token should be the version token.

2009-04-24 Thread Henri Verbeet
2009/4/24 Stefan Dösinger stefandoesin...@gmx.at: Am Freitag, 24. April 2009 09:21:23 schrieb Henri Verbeet: Did you test this? What if the shader starts with a comment? It doesn't make sense to try and parse a shader before knowing what version it is. Besides, this is consistent

Re: [1/2] D3D: Limit d3d8 and d3d9 vshader constants to 256

2009-04-24 Thread Henri Verbeet
Not my preferred fix, but I suppose it works. @@ -359,6 +359,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface if(pCaps-VertexShaderVersion D3DVS_VERSION(1,1)){ pCaps-VertexShaderVersion = D3DVS_VERSION(1,1); } +

Re: GL_APPLE_FENCE shares the same token in dlls/wined3d_gl.h with GL_FENCE_STATUS_NV.

2009-04-27 Thread Henri Verbeet
2009/4/27 ace102 mgav...@juno.com:  Is this by design or just something that slipped through the cracks? Thought I should alert someone just in case.:) That's broken, but fortunately we don't use it. I'll write a patch, thanks for mentioning this.

Re: [2/5] WineD3D: Improve the GLSL spam filter

2009-04-28 Thread Henri Verbeet
2009/4/28 Stefan Dösinger ste...@codeweavers.com: I think this is getting pretty rediculous. I think we should either just always print the infolog, or give the infolog its own debug channel and make this a WARN.

Re: [3/5] WineD3D: Implement texldd

2009-04-28 Thread Henri Verbeet
2009/4/28 Stefan Dösinger ste...@codeweavers.com: +/* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them. +* There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there +

Re: [2/5] WineD3D: Improve the GLSL spam filter

2009-04-28 Thread Henri Verbeet
2009/4/28 Stefan Dösinger ste...@codeweavers.com: Am Dienstag, 28. April 2009 17:24:55 schrieb Henri Verbeet: I think this is getting pretty rediculous. I think we should either just always print the infolog, or give the infolog its own debug channel and make this a WARN. I disagree. Having

Re: [3/5] WineD3D: Implement texldd

2009-04-28 Thread Henri Verbeet
2009/4/28 Stefan Dösinger ste...@codeweavers.com: Google magic. There's a blog entry on the OpenGL page describing the aim of the extension, and there are other pages hinting that the functions work the same way as those in GL_EXT_gpu_shader4, just with an ARB suffix instead of an EXT. As

Re: The DIB engine... does anyone know how to get it into Wine?

2009-04-29 Thread Henri Verbeet
2009/4/29 Massimo Del Fedele m...@veneto.com: I didn't look at Direct3d 10, but I guess he don't affect zillions of apps, does it ? DX10 -- Vista, and (AFAIK) most DX apps still use 9. D3D10 itself isn't used that much yet, most current D3D10 applications also have a D3D9 renderer. However, our

Re: [2/5] WineD3D: Keep track of used float constants

2009-05-06 Thread Henri Verbeet
+reg_maps-constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, + sizeof(*reg_maps-constf) * (constf_size / (sizeof(*reg_maps-constf) * 8) + 1)); This is flawed, it will allocate too much memory. You essentially want (bit_count + 31) / 32 to calculate the

Re: [4/5] WineD3D: Work around a bad crash in fglrx

2009-05-06 Thread Henri Verbeet
2009/5/5 Stefan Dösinger ste...@codeweavers.com: + * quirk only enables point sprites on the first texture unit. This keeps point sprites working in + * most games, but avoids the crash ...and on the other ones it will create hard to diagnose / explain bugs. Just disabling the extension if

Re: [4/5] WineD3D: Work around a bad crash in fglrx

2009-05-06 Thread Henri Verbeet
2009/5/6 Francois Gouget fgou...@free.fr: On Wed, 6 May 2009, Henri Verbeet wrote: [...] I also *still* think us working around AMD's bugs is the wrong approach. Of course it would also help if AMD took these kind of things seriously, or at least replied to my posts (http://www.phoronix.com

Re: [4/5] WineD3D: Work around a bad crash in fglrx

2009-05-06 Thread Henri Verbeet
2009/5/6 Stefan Dösinger ste...@codeweavers.com: Am Mittwoch, 6. Mai 2009 10:10:07 schrieb Henri Verbeet: ...and on the other ones it will create hard to diagnose / explain bugs. Just disabling the extension if it's broken also avoids the crash, and will at least have predictable behaviour

Re: [4/5] WineD3D: Work around a bad crash in fglrx

2009-05-06 Thread Henri Verbeet
2009/5/6 Henri Verbeet hverb...@gmail.com: Mesa (that includes e.g. the intel and radeon drivers) is generally responsive to bug reports, as is NVIDIA. It's really just AMD and Apple that are problematic wrt. getting bugs fixed. Just for the record, I'm not trying to just make AMD look bad

Re: [5/5] wined3d: Add support for immediate constants to the GLSL backend.

2009-05-07 Thread Henri Verbeet
2009/5/7 Stefan Dösinger stefandoesin...@gmx.at: Am Donnerstag, 7. Mai 2009 16:39:19 schrieb Henri Verbeet: I don't see an issue with the code in this patch, but did you find out anything new regarding the geforce 8 immval handling in the Nvidia driver? Remember the issue where my more

Re: Severity levels

2009-05-08 Thread Henri Verbeet
2009/5/9 Remco remc...@gmail.com: 2009/5/9 Ben Klein shackl...@gmail.com: Still not your problem? Still feeling bullied, but this time by the mailing list server? I don't believe your earlier mains have been resent. I certainly haven't received them. My Gmail account tells me that all

Re: Severity levels

2009-05-09 Thread Henri Verbeet
2009/5/9 Nicklas Börjesson nicklas.borjes...@ws.se: When you're not subscribed to the list, your posts have to go through moderation. Sometimes that can take a while. I do subscribe to the list(and did, from the beginning). Or maybe subscription is more than registering to the mailing list?

Re: wined3d: Fix ATI dx10 cards max varying quirk

2009-05-11 Thread Henri Verbeet
2009/5/11 Robert Key hpestile...@gmail.com: Changelog: * This adds a quirk to change the default max varying value from   68 to 48 on ATI dx10 cards that use fglrx because a declaration   of 17 varying vec4s causes shaders not to render and using   48 (12 varyings vec4s) works for HD2000 to

Re: Severity levels

2009-05-11 Thread Henri Verbeet
2009/5/11 Kai Blin kai.b...@gmail.com: I seriously dislike the tone this mailing list keeps taking recently. In case it means anything to anyone, I agree.

Re: DIB Engine : Almost 100% working

2009-05-11 Thread Henri Verbeet
2009/5/11 Joerg Mayer jma...@loplof.de: As I think that Alexandre has stated his preference (and I can understand him taking a long term view), I want to ask the packagers for the distros out there: Would it be OK for you to add the necessary patch into the code that you distribute.

Re: DIB Engine : Almost 100% working

2009-05-11 Thread Henri Verbeet
2009/5/11 Scott Ritchie sc...@open-vote.org: Henri Verbeet wrote: 2009/5/11 Joerg Mayer jma...@loplof.de: As I think that Alexandre has stated his preference (and I can understand him taking a long term view), I want to ask the packagers for the distros out there: Would it be OK for you

Re: [1/3] WineD3D: Separate Tx tempregs from Tx varyings in ARB

2009-05-12 Thread Henri Verbeet
2009/5/12 Stefan Dösinger ste...@codeweavers.com: ps_1_3 uses Tx to pass in texture coordinates, but also as temporary registers. ps_1_4 and ps_2_0 only use them for texture coordinates. This patch gets rid of the Tx = fragment.texcoord[x] assign in all shader versions, and doesn't even

Re: [1/3] WineD3D: Separate Tx tempregs from Tx varyings in ARB

2009-05-12 Thread Henri Verbeet
2009/5/12 Stefan Dösinger stefandoesin...@gmx.at: Am Dienstag, 12. Mai 2009 21:17:10 schrieb Henri Verbeet: I'm probably missing something obvious, but with pre-1.4 texcoord registers being read-write, what happens when you write to the register before using it to sample a texture? Nothing

Re: DXTn textures in D3DX9

2009-05-23 Thread Henri Verbeet
2009/5/22 Tony Wasserka tony.wasse...@freenet.de: Hi everyone, I'm working on implementing D3DXLoadSurfaceFromFileInMemory right now, but I've got a problem. The function most convert a loaded surface's data to a user specified surface format (I did not yet find a way to do it elsehow,

Re: /. wants a fork

2009-05-25 Thread Henri Verbeet
2009/5/25 Remco remc...@gmail.com: Oh great, now there is poison on slashdot: http://tech.slashdot.org/article.pl?sid=09/05/24/2044239 Let's not fork, shall we? Out of pure curiosity, does anyone know if this Elektroschock guy has a real name? Personally I don't see a lot of dissatisfaction

Re: patch wined3d

2009-05-26 Thread Henri Verbeet
2009/5/26 Pavel Prochazka proch...@inf.upol.cz: +»··int i=1; + +»··/*it moves all backbuffers by 1 to left form id = 1, +»··the backbuffer swap to frontbuffer and frontbuffer swaps to the end of chain +»··Something like this:

Re: d3d10: Improve parse_fx10.

2009-05-30 Thread Henri Verbeet
2009/5/30 Stefan Dösinger stefandoesin...@gmx.at: Am 30.05.2009 um 07:24 schrieb Dmitry Timoshkov: Rico Schüller kgbric...@web.de wrote: -    /* version info? */ -    skip_dword_unknown(ptr, 2); +    /* Compiled target version (e.g. fx_4_0=0xfeff1001, fx_4_1=0xfeff1011). */ +    

Re: [2/5] libwine: Add a generic red-black tree.

2009-06-02 Thread Henri Verbeet
this would be better as inline functions, at least until it stabilizes. We don't want to change the libwine interface any more than strictly necessary. How about something like the attached patch? commit 2d1c3777494fe7bf31283c4c51ced3ea83093d2c Author: Henri Verbeet hverb...@codeweavers.com Date

Re: [2/5] libwine: Add a generic red-black tree.

2009-06-02 Thread Henri Verbeet
Alexandre Julliard wrote: Yes, that looks fine. It would probably look nicer to merge the allocator and the compare function into a single structure, and just store a pointer to it like a vtbl; but that's a minor detail. It's easy enough to store a pointer to the allocator instead of making a

Re: [1/5] user32: Added tests for DrawIcon and DrawIconEx

2009-06-04 Thread Henri Verbeet
2009/6/4 Paul Vriens paul.vriens.w...@gmail.com: Is there another way you can detect whether some XP (and up) tests can be run? We generally try not to use GetVersion() in our tests. Just a guess, but XP's screen color depth of 32bpp might be significant here. If that's the case you'd also

Re: [08/10] wined3d: Use FBOs for offscreen rendering by default.

2009-06-05 Thread Henri Verbeet
Alexandre Julliard wrote: 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:7572: Tests skipped: Card has unconditional pow2 support, skipping conditional NP2 tests visual.c:9686: Test failed: Input

Re: Latest Git build 7aeffc442cc1 for Wine 1.1.23

2009-06-05 Thread Henri Verbeet
2009/6/6 Kovács András and...@csevego.net: wine: Unhandled page fault on read access to 0x0018 at address 0x7c71fb02 (thread 0009), starting debugger... Unhandled exception: page fault on read access to 0x0018 in 32-bit code (0x7c71fb02). Register dump:  CS:0073 SS:007b DS:007b

Re: Deadlock under Supreme Commander in d3d9 main.c

2009-06-06 Thread Henri Verbeet
2009/6/6 James McKenzie jjmckenzi...@earthlink.net: This appears to be a revisit of the deadlocking issue as reported in bug 14746, but according to another triage person, this is not so.  I would like to know if code has been moved from x11drv.c to d3d9_main.c that would cause this error

Re: website: mention bugzilla registration on sending_patches

2009-06-06 Thread Henri Verbeet
2009/6/6 Jeff Zaroyko jeffzaro...@gmail.com: + liRegister an account on the Wine bugzilla with the email address you use to send patches. Why would I do that?

Re: website: mention bugzilla registration on sending_patches

2009-06-06 Thread Henri Verbeet
2009/6/6 Jeff Zaroyko jeffzaro...@gmail.com: On Sat, Jun 6, 2009 at 7:00 PM, Henri Verbeethverb...@gmail.com wrote: 2009/6/6 Jeff Zaroyko jeffzaro...@gmail.com: + liRegister an account on the Wine bugzilla with the email address you use to send patches. Why would I do that? Just so that

Re: Latest Git build 7aeffc442cc1 for Wine 1.1.23

2009-06-06 Thread Henri Verbeet
2009/6/6 Jerome Leclanche adys...@gmail.com: Would it be a good/stupid idea to check for fglrx during wineboot, and set OSRM to a different value than fbo? That's essentially what blacklisting EXT_framebuffer_object would do, although during wined3d initialization, not wineboot. We want to

Re: Latest Git build 7aeffc442cc1 for Wine 1.1.23

2009-06-06 Thread Henri Verbeet
2009/6/6 Stefan Dösinger stefandoesin...@gmx.at: Hmm. Does fglrx support this extension at all? http://bugs.winehq.org/attachment.cgi?id=21581 That's attached to bug 18794.

Re: Одговор: Latest Git build 7aeffc442cc1 fo r Wine 1.1.23

2009-06-06 Thread Henri Verbeet
2009/6/6 Milan Kostić smoki00...@gmail.com: Deafulting to fbo is good, but it should be more good to leave also prior working support for backbuffer on older cards who not have EXT_framebuffer_object. Reverting to OffscreenRenderingMode=backbuffer is not working as expected for me on r200

Re: [1/5] WineD3D: Store the bumpmap ARB constants in ARB structures

2009-06-06 Thread Henri Verbeet
I think the actual patch is missing.

Re: [3/5] WineD3D: Unroll loops in ARB if GL_NV_vertex_program2_option is not supported

2009-06-06 Thread Henri Verbeet
2009/6/7 Stefan Dösinger ste...@codeweavers.com: +/* Not reentrant! */ +static inline const int *get_int_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx) +{ +BOOL vshader =

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