Re: [PATCH] wined3d: Fix per-stage constant in GLSL fixed function pipeline + add tests. (try 2)

2013-09-04 Thread Matteo Bruni
2013/9/4 Christian Costa titan.co...@gmail.com: This patch fixes part of bug 33606 and 31918. The current code generates shaders that support per-stage constant but does not declare the variables used causing thus compilation failures. With this patch, these variables are declared and

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-26 Thread Henri Verbeet
On 25 June 2013 18:26, Stefan Dösinger stefandoesin...@gmail.com wrote: While I agree with Henri's statement to some extend - patch reviewing is a terribly exhausting task - I think the statement was a bit harsh to say to someone who donates his personal time to the project. Well, I could try

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-26 Thread Christian Costa
Le 26/06/2013 09:10, Henri Verbeet a écrit : On 25 June 2013 18:26, Stefan Dösinger stefandoesin...@gmail.com wrote: While I agree with Henri's statement to some extend - patch reviewing is a terribly exhausting task - I think the statement was a bit harsh to say to someone who donates his

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Henri Verbeet
On 24 June 2013 16:44, Matteo Bruni matteo.myst...@gmail.com wrote: @@ -1673,6 +1673,8 @@ struct texture_stage_op unsignedaarg2 : 8; unsignedaarg0 : 8; +DWORD constant; + struct color_fixup_desc color_fixup; unsigned

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Christian Costa
2013/6/25 Henri Verbeet hverb...@gmail.com On 24 June 2013 16:44, Matteo Bruni matteo.myst...@gmail.com wrote: @@ -1673,6 +1673,8 @@ struct texture_stage_op unsignedaarg2 : 8; unsignedaarg0 : 8; +DWORD constant; +

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Henri Verbeet
On 25 June 2013 11:05, Christian Costa titan.co...@gmail.com wrote: 2013/6/25 Henri Verbeet hverb...@gmail.com At least try to pretend you put some effort into making sure the patch is as good as it can be before submitting it. I could have send the patch to wine-devel first but would I get

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Christian Costa
2013/6/25 Henri Verbeet hverb...@gmail.com On 25 June 2013 11:05, Christian Costa titan.co...@gmail.com wrote: 2013/6/25 Henri Verbeet hverb...@gmail.com At least try to pretend you put some effort into making sure the patch is as good as it can be before submitting it. I could

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-25 18:08, schrieb Christian Costa: Are we really discussing about a typo in the subject line? Implement just comes naturally from the fixme when I create an empty patch. It turned out after coding that Fix is more appropriate. I forgot

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Christian Costa
Thanks Stefan! No problem with me. I don't take it personnally. :) I'm not statisfied with the submission/review with some criterias which are sometimes rules, sometimes tastes, with patches (not necessarily mine) that remain in the new state without any comments while another with a missing dot

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-24 Thread Henri Verbeet
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 compilation to fail. This patch declare these variables with the value from the related texture stage

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-24 Thread Christian Costa
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 compilation to fail. This patch declare these variables with

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-24 Thread Matteo Bruni
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

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-24 Thread Christian Costa
I'm not Henri but I can mention a number of issues (which might or might not match with Henri's). +for (stage = 0; stage MAX_TEXTURES settings-op[stage].cop != WINED3D_TOP_DISABLE; ++stage) You probably want to generate this code only for texture stages actually using constants. Yes. I

Re: [PATCH] wined3d: Only display a fixme when software processing is requested in wined3d_device_set_software_vertex_processing.

2013-05-17 Thread Christian Costa
2013/5/17 Austin English austinengl...@gmail.com On Thu, May 16, 2013 at 2:26 PM, Christian Costa titan.co...@gmail.com wrote: Also remove fixme in wined3d_device_get_software_vertex_processing since it does what it is supposed to do. --- dlls/wined3d/device.c | 12 ++-- 1

Re: [PATCH] wined3d: Only display a fixme when software processing is requested in wined3d_device_set_software_vertex_processing.

2013-05-16 Thread Austin English
On Thu, May 16, 2013 at 2:26 PM, Christian Costa titan.co...@gmail.com wrote: Also remove fixme in wined3d_device_get_software_vertex_processing since it does what it is supposed to do. --- dlls/wined3d/device.c | 12 ++-- 1 file changed, 2 insertions(+), 10 deletions(-) diff

Re: [PATCH] wined3d: Add a registry key to configure buffer object placement

2013-04-01 Thread Henri Verbeet
On 1 April 2013 10:30, Stefan Dösinger ste...@codeweavers.com wrote: +if (wined3d_settings.placebo == PLACEBO_VIDMEM) +{ +TRACE(Placing buffer %p in video memory\n, This); +glHint(This-buffer_type_hint, GL_FASTEST); +} + I'm going to go out on a limb and call

Re: [PATCH] wined3d: Ignore clears if count = 0 and rects != NULL

2013-01-23 Thread Henri Verbeet
On 23 January 2013 13:14, Stefan Dösinger ste...@codeweavers.com wrote: dlls/d3d8/tests/visual.c | 17 + dlls/d3d9/tests/visual.c | 16 dlls/ddraw/tests/ddraw7.c | 36 dlls/wined3d/device.c | 6 ++ 4 files

Re: [PATCH] wined3d: Ignore clears if count = 0 and rects != NULL

2013-01-23 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-01-23 13:28, schrieb Henri Verbeet: Although I don't expect a difference in behaviour, it probably wouldn't hurt to add tests for the other ddraw versions as well (i.e. through the viewport interface). I was under the assumption that we

Re: [PATCH] wined3d: Ignore clears if count = 0 and rects != NULL

2013-01-23 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-01-23 13:36, schrieb Stefan D￶singer: I was under the assumption that we already had a test for that - those interfaces expect both count and rectangle to be non-zero, otherwise they return an error. I can't find the test right now, so

Re: [Patch] wined3d: Add Recognition of NVIDIA GeForce GTX 660 Ti (Modified)

2012-12-02 Thread Henri Verbeet
On 2 December 2012 01:10, Jiang Yike future...@asia.com wrote: {NVE4,CARD_NVIDIA_GEFORCE_GTX680}, +{NVE4,CARD_NVIDIA_GEFORCE_GTX660Ti}, This makes no sense.

Re: [PATCH] wined3d: move texture reference decrement to end of usage (Coverity)

2012-09-29 Thread Henri Verbeet
On 29 September 2012 11:14, Marcus Meissner mar...@jet.franken.de wrote: Hi, I do not fully understand all this, but it seem the decref needs to be behind the last usage of prev. Sort of. It's probably better to do it like this, but a non-zero bind_count implies a non-zero reference count as

Re: [PATCH] wined3d: Add a switch to preserve vertex buffer copy in system memory.

2012-07-01 Thread Henri Verbeet
In general we don't do hacks like this.

Re: [PATCH] wined3d: When releasing resources, don't perform any other operations on device if it has been released.

2012-04-02 Thread Christian Costa
Le 01/04/2012 01:49, Henri Verbeet a écrit : My first guess would be to check if vertex buffers are perhaps supposed to take a reference to the D3D interface. Ok. I will write a test to check that.

Re: [PATCH] wined3d: When releasing resources, don't perform any other operations on device if it has been released.

2012-03-31 Thread Henri Verbeet
This looks wrong. Is there a legitimate way that this can happen?

Re: [PATCH] wined3d: When releasing resources, don't perform any other operations on device if it has been released.

2012-03-31 Thread Christian Costa
Le 31/03/2012 22:46, Henri Verbeet a écrit : This looks wrong. Is there a legitimate way that this can happen? The FIXME in wined3d_device_decref says : FIXME(Device released with resources still bound, acceptable but unexpected.\n); If this is acceptable, resources must not use the

Re: [PATCH] wined3d: When releasing resources, don't perform any other operations on device if it has been released.

2012-03-31 Thread Henri Verbeet
On 31 March 2012 23:30, Christian Costa titan.co...@gmail.com wrote: Do you have a better idea ? My first guess would be to check if vertex buffers are perhaps supposed to take a reference to the D3D interface. Btw, the problem is easily reproductible. The bugzlla entry contain the download

Re: [PATCH] wined3d: Do not use double-buffered dynamic buffers (try 2)

2012-02-29 Thread Henri Verbeet
On 29 February 2012 11:12, Stefan Dösinger ste...@codeweavers.com wrote: try 2: Invalidate the index buffer state as well, as the buffer might be an index buffer. Otherwise unmodified reesend after the discussion from yesterday. This is for bugs 29079, 29897(suspected) and 30019. I guess I

Re: [PATCH] wined3d: Do not use double-buffered dynamic buffers (try 2)

2012-02-29 Thread Stefan Dösinger
Am Mittwoch, 29. Februar 2012, 11:54:11 schrieb Henri Verbeet: I guess I didn't explicitly say it yesterday, but I think this should be deferred and fixed properly after 1.4. While in principle dropping VBOs might be ok as a temporary fix for the release, the vertex / index buffer code is

Re: [PATCH] wined3d: Do not use double-buffered dynamic buffers (try 2)

2012-02-29 Thread Henri Verbeet
On 29 February 2012 13:32, Stefan Dösinger ste...@codeweavers.com wrote: Fine with me, just don't blame me that those bugs aren't fixed :-) Yeah well, 27600 was reported in June last year.

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-25 Thread Nicolas Le Cam
2012/1/25 Nicolas Le Cam niko.le...@gmail.com: 2012/1/25 Francois Gouget fgou...@free.fr: On Wed, 25 Jan 2012, Detlef Riekenberg wrote: On Sun, 2012-01-22 at 19:53 +0100, Henri Verbeet wrote: On 22 January 2012 19:44, Detlef Riekenberg wine@web.de wrote: -    if (usage ~handled) +

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-25 Thread Henri Verbeet
On 25 January 2012 01:25, Francois Gouget fgou...@free.fr wrote: I don't pretend to know what Henry meant but reported_once is not initialized. It's probably put into a zero-initialized section by the compiler but it looks worrying to me (I believe something like this has been debated on the

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-25 Thread Andrew Eikum
On Wed, Jan 25, 2012 at 02:03:04PM +0100, Henri Verbeet wrote: The code looks like it would do what was intended to me. The problem I have with it, and I'm pretty sure I've mentioned this before, is that reducing debug output shouldn't be a goal on its own. If you're a user, and the messages

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-25 Thread Stefan Dösinger
Am 25.01.2012 14:40 schrieb Andrew Eikum aei...@codeweavers.com: What about changing them to WARN so that they don't print to the console by default? Everyone knows there are workarounds, but is anyone really gaining anything by having these flood the console? I agree with this sentiment,

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-24 Thread Detlef Riekenberg
On Sun, 2012-01-22 at 19:53 +0100, Henri Verbeet wrote: On 22 January 2012 19:44, Detlef Riekenberg wine@web.de wrote: -if (usage ~handled) +static DWORD reported_once; + +if (usage ~(handled | reported_once)) +{ +reported_once |= (usage ~handled);

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-24 Thread Francois Gouget
On Wed, 25 Jan 2012, Detlef Riekenberg wrote: On Sun, 2012-01-22 at 19:53 +0100, Henri Verbeet wrote: On 22 January 2012 19:44, Detlef Riekenberg wine@web.de wrote: -if (usage ~handled) +static DWORD reported_once; + +if (usage ~(handled | reported_once)) +

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-24 Thread Nicolas Le Cam
2012/1/25 Francois Gouget fgou...@free.fr: On Wed, 25 Jan 2012, Detlef Riekenberg wrote: On Sun, 2012-01-22 at 19:53 +0100, Henri Verbeet wrote: On 22 January 2012 19:44, Detlef Riekenberg wine@web.de wrote: -    if (usage ~handled) +    static DWORD reported_once; + +    if

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-22 Thread Henri Verbeet
On 22 January 2012 19:44, Detlef Riekenberg wine@web.de wrote: -    if (usage ~handled) +    static DWORD reported_once; + +    if (usage ~(handled | reported_once)) +    { +        reported_once |= (usage ~handled);         FIXME(Unhandled usage flags %#x.\n, usage ~handled); +    

Re: [PATCH] wined3d: Fixes some windows to receive mouse clicks

2011-12-16 Thread Henri Verbeet
On 14 December 2011 23:45, qwerty0987654...@mail.ru wrote: @@ -871,6 +871,13 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTY     swapchain-win_handle = window;     swapchain-device_window = window; +    if (!desc-windowed window) +    { +        

Re: [PATCH] wined3d: Dont just print a FIXME on error, handle it (Coverity)

2011-06-11 Thread Stefan Dösinger
On Saturday 11 June 2011 11:17:58 Marcus Meissner wrote: else +{ FIXME(Unhandled transform state %#x.\n, state); +return WINED3DERR_INVALIDCALL; +} Please return WINED3D_OK, like wined3d_device_set_sampler_state and other setters. Native doesn't do this kind of

Re: [PATCH] wined3d: Dont just print a FIXME on error, handle it (Coverity)

2011-06-11 Thread Henri Verbeet
On 11 June 2011 17:26, Marcus Meissner mar...@jet.franken.de wrote:     if (state = HIGHEST_TRANSFORMSTATE) +    {         mat = device-updateStateBlock-state.transforms[state]; +    }     else +    {         FIXME(Unhandled transform state %#x.\n, state); +        return WINED3D_OK; +    

Re: [PATCH] wined3d: Mark wined3d_pixel_format with hidden visibility

2011-05-24 Thread Henri Verbeet
On 13 May 2011 18:27, Marcus Meissner meiss...@suse.de wrote: @@ -1273,7 +1273,7 @@ struct wined3d_pixel_format     BOOL doubleBuffer;     int auxBuffers;     int numSamples; -} wined3d_pixel_format; +} wined3d_pixel_format DECLSPEC_HIDDEN; No, that's wrong. It's not supposed to be a

Re: [PATCH] wined3d: correctly guess_card_vendor() for gallium r600 drivers

2010-11-08 Thread Henri Verbeet
On 8 November 2010 05:52, Brian Paterni bpate...@gmail.com wrote: Indeed, I was wondering about that... Also, I realized after submitting my previous email that checking for X.Org in gl_vendor_string is probably unnecessary as well, so I removed that portion from the following: Couple of

Re: [PATCH] wined3d: correctly guess_card_vendor() for gallium r600 drivers

2010-11-07 Thread Austin English
On Sun, Nov 7, 2010 at 2:08 PM, Brian Paterni bpate...@gmail.com wrote: Hello, I've been receiving a couple unrecognized GL_VENDOR fixme's lately and decided to poke around wine's source. I've found that wined3d_guess_card_vendor does not return the correct enum for people running mesa's

Re: [PATCH] wined3d: correctly guess_card_vendor() for gallium r600 drivers

2010-11-07 Thread Brian Paterni
On Sun, Nov 07, 2010 at 06:48:22PM -0800, Austin English wrote: Howdy Brian, You're mixing tabs and spaces. Please use consistent spacing, as the rest of the file does. Indeed, I was wondering about that... Also, I realized after submitting my previous email that checking for X.Org in

Re: [PATCH] wined3d: Add missing ckey, fx, and pal directdraw caps.

2010-09-01 Thread Stefan Dösinger
Looks OK to me. (unless there are whitespace issues which I can't see in my current mail client) Am 01.09.2010 um 06:44 schrieb Octavian Voicu: Fixes regression described in bug 24226. --- dlls/wined3d/directx.c |7 ++- 1 files changed, 6 insertions(+), 1 deletions(-) diff --git

Re: [PATCH] wined3d: Display correctly TEXT comments by printing lines separately

2010-03-01 Thread Henri Verbeet
On 1 March 2010 09:39, Christian Costa titan.co...@wanadoo.fr wrote: Still not quite right, I'm afraid. For example, the following doesn't work: +while (i size) +{ +/* Find end of line */ +while ((str[i]

Re: [PATCH] wined3d: Display correctly TEXT comments by printing lines separately

2010-03-01 Thread Christian Costa
Henri Verbeet a écrit : On 1 March 2010 09:39, Christian Costa titan.co...@wanadoo.fr wrote: Still not quite right, I'm afraid. For example, the following doesn't work: +while (i size) +{ +/* Find end of line */ +

Re: [PATCH] wined3d: Display correctly TEXT comments by printing lines separately

2010-03-01 Thread Henri Verbeet
On 1 March 2010 23:46, Christian Costa titan.co...@wanadoo.fr wrote: Altough TRACE will not display anything if the traces are enabled, I would have tested the channel before even entering this code part. shader_trace_init() is only called when traces are enabled.

Re: [PATCH] wined3d: Display correctly TEXT comments by printing lines separately

2010-03-01 Thread Christian Costa
Henri Verbeet a écrit : On 1 March 2010 23:46, Christian Costa titan.co...@wanadoo.fr wrote: Altough TRACE will not display anything if the traces are enabled, I would have tested the channel before even entering this code part. shader_trace_init() is only called when traces are

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled (try 2)

2010-02-18 Thread Henri Verbeet
On 17 February 2010 17:54, Christian Costa titan.co...@wanadoo.fr wrote: +if (TRACE_ON(d3d_shader)) +{ +int size = strlen(comment) + 1; +char* str = (char*)HeapAlloc(GetProcessHeap(), 0, size); +int i = 0; +

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled (try 2)

2010-02-18 Thread Christian Costa
Henri Verbeet a écrit : On 17 February 2010 17:54, Christian Costa titan.co...@wanadoo.fr wrote: +if (TRACE_ON(d3d_shader)) +{ +int size = strlen(comment) + 1; +char* str = (char*)HeapAlloc(GetProcessHeap(), 0, size); +

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-17 Thread Henri Verbeet
On 17 February 2010 00:28, Stefan Dösinger ste...@codeweavers.com wrote: No, the pipeline part that would implement this(vertex) should set a state handler that prints a WARN for each defined but unimplemented stage. Sure, but that doesn't mean you can't catch undefined states as well. E.g.

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-17 Thread Christian Costa
Henri Verbeet a écrit : On 17 February 2010 00:28, Stefan Dösinger ste...@codeweavers.com wrote: No, the pipeline part that would implement this(vertex) should set a state handler that prints a WARN for each defined but unimplemented stage. Sure, but that doesn't mean you can't catch

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled

2010-02-17 Thread Henri Verbeet
On 17 February 2010 11:47, Christian Costa titan.co...@wanadoo.fr wrote: It should use debugstr_an() in the first place. You could have a go at splitting it into separate lines if needed after that, but I can't think of a whole lot of cases where the comments are really useful.

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled

2010-02-17 Thread Christian Costa
Henri Verbeet a écrit : On 17 February 2010 11:47, Christian Costa titan.co...@wanadoo.fr wrote: It should use debugstr_an() in the first place. You could have a go at splitting it into separate lines if needed after that, but I can't think of a whole lot of cases where the comments are

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled

2010-02-17 Thread Henri Verbeet
On 17 February 2010 13:22, Christian Costa titan.co...@wanadoo.fr wrote: I don't see your point using debugstr_an. My code does all the needed job. It's unvalidated external data, special characters should be escaped. Wrt comments, having displayed the comments that explain the assembly code

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled

2010-02-17 Thread Stefan Dösinger
Wrt comments, having displayed the comments that explain the assembly code is not uninteresting at all imo. I'm tempted to keep then displayed. I have *never* used the comments to fixed a bug, or seen particularly interesting ones, for that matter. Regardless, if it works for you that's

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Henri Verbeet
On 16 February 2010 11:49, Christian Costa titan.co...@wanadoo.fr wrote: -ERR(Undefined state.\n); +ERR(Undefined state %d\n, state); Did you test this? state is supposed to be always 0. Also, debug_d3dstate() is much more readable than the state number.

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Christian Costa
Henri Verbeet a écrit : On 16 February 2010 11:49, Christian Costa titan.co...@wanadoo.fr wrote: -ERR(Undefined state.\n); +ERR(Undefined state %d\n, state); Did you test this? state is supposed to be always 0. Also, debug_d3dstate() is much more readable than the state number.

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Henri Verbeet
On 16 February 2010 12:25, Christian Costa titan.co...@wanadoo.fr wrote: Did you test this? state is supposed to be always 0. Also, debug_d3dstate() is much more readable than the state number. Yes I tested it. Indeed, it's 0. Ok. I will send a new patch using debug_d3dstate. Thanks. That

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Christian Costa
Henri Verbeet a écrit : On 16 February 2010 12:25, Christian Costa titan.co...@wanadoo.fr wrote: Did you test this? state is supposed to be always 0. Also, debug_d3dstate() is much more readable than the state number. Yes I tested it. Indeed, it's 0. Ok. I will send a new patch

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Henri Verbeet
On 16 February 2010 13:45, Christian Costa titan.co...@wanadoo.fr wrote: Ok. What about doing the following : - when state is 0, don't print any message because it's normal - when state is not 0, print the state to have a meaningfull message No, if you see that message at all, something is

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Christian Costa
Henri Verbeet a écrit : On 16 February 2010 13:45, Christian Costa titan.co...@wanadoo.fr wrote: Ok. What about doing the following : - when state is 0, don't print any message because it's normal - when state is not 0, print the state to have a meaningfull message No, if you see that

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Henri Verbeet
On 16 February 2010 19:32, Christian Costa titan.co...@wanadoo.fr wrote: So we should never enter this function at all. Right ? Yes. And what do you mean by something is broken ? Are you talking about wined3d code ? It means there's code that marks a state dirty that doesn't exist. Typically

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Christian Costa
Henri Verbeet a écrit : On 16 February 2010 19:32, Christian Costa titan.co...@wanadoo.fr wrote: So we should never enter this function at all. Right ? Yes. And what do you mean by something is broken ? Are you talking about wined3d code ? It means there's code that marks a

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Henri Verbeet
On 16 February 2010 21:55, Christian Costa titan.co...@wanadoo.fr wrote: That's clearer. Thanks. I've just tested your patch. The incriminated state is WINED3DRS_TWEENFACTOR. I haven't investigated much though... Tweening is indeed unimplemented. We should probably catch unimplemented render

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Stefan Dösinger
On Tuesday 16 February 2010 22:18:50 Henri Verbeet wrote: Tweening is indeed unimplemented. We should probably catch unimplemented render states in IWineD3DDeviceImpl_SetRenderState() though. No, the pipeline part that would implement this(vertex) should set a state handler that prints a WARN

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-11 Thread Henri Verbeet
2010/1/6 Christian Costa titan.co...@wanadoo.fr: The fixmes disapear but I get tons of err:d3d:state_undefined Undefined state which is worst. Log attached. How does the attached patch work? diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 2aec7d6..72e1ae3 100644 ---

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-11 Thread Christian Costa
Henri Verbeet a écrit : 2010/1/6 Christian Costa titan.co...@wanadoo.fr: The fixmes disapear but I get tons of err:d3d:state_undefined Undefined state which is worst. Log attached. How does the attached patch work? That's better but there are still err:d3d:state_undefined Undefined

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-11 Thread Henri Verbeet
2010/1/11 Christian Costa titan.co...@wanadoo.fr: That's better but there are still err:d3d:state_undefined Undefined state. errors. 6 in total. One for each unavailable stage. That's weird, it should hit the DebugBreak() in either Context_MarkStateDirty() or

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-11 Thread Stefan Dösinger
Am 11.01.2010 um 15:11 schrieb Henri Verbeet: 2010/1/11 Christian Costa titan.co...@wanadoo.fr: That's better but there are still err:d3d:state_undefined Undefined state. errors. 6 in total. One for each unavailable stage. That's weird, it should hit the DebugBreak() in either

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-06 Thread Henri Verbeet
2010/1/5 Christian Costa titan.co...@wanadoo.fr: Here it is. The fixme message is : fixme:d3d:set_tex_op_nvrc GL_INVALID_ENUM (0x500) from set_tex_op_nvrc() @ nvidia_texture_shader.c / 460 Looks like the context creation code invalidates those states simply because they exist. Does the

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-02 Thread Henri Verbeet
A +d3d,+d3d_caps log would probably be a good start.

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-01 Thread Stefan Dösinger
+if (stage (gl_info-limits.texture_stages-1)) +{ + ERR(Texture stage %d invalid (only %d availables)\n, stage, gl_info-limits.texture_stages); + return; +} In which situations does this occur? I guess its on some older nvidia GPU. I don't like the ERR here. If

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-01 Thread Christian Costa
Stefan Dösinger a écrit : +if (stage (gl_info-limits.texture_stages-1)) +{ + ERR(Texture stage %d invalid (only %d availables)\n, stage, gl_info-limits.texture_stages); + return; +} In which situations does this occur? I guess its on some older nvidia GPU. I

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-01 Thread Stefan Dösinger
Yeah. A rather old one... ;-) I don't know this code much but I would say it is partly 2 and 3. Is a FIXME suitable then ? This would be much more informative that just GL errors. I'd prefer if we could track down the real issue. There might still be some confusion between texture stages,

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Stefan Dösinger
Am Sonntag, 14. Juni 2009 14:26:53 schrieb Marcus Meissner: Hi, gcc 4.5trunk warned that we do not handle case 7 (D3DRTYPE_INDEXBUFFER), so add it here too. There's a reason why this doesn't exist - WineD3D has index and vertex buffers merged, so there is no such thing as a specialized index

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Marcus Meissner
On Sun, Jun 14, 2009 at 04:30:30PM +0200, Stefan Dösinger wrote: Am Sonntag, 14. Juni 2009 14:26:53 schrieb Marcus Meissner: Hi, gcc 4.5trunk warned that we do not handle case 7 (D3DRTYPE_INDEXBUFFER), so add it here too. There's a reason why this doesn't exist - WineD3D has index and

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Stefan Dösinger
Here: /home/marcus/projects/wine/dlls/d3d9/device.c: In Funktion »reset_enum_callback«: Does the attached patch fix the issue? diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c index 9d02539..578d783 100644 --- a/dlls/d3d9/device.c +++ b/dlls/d3d9/device.c @@ -424,7 +424,8 @@ static BOOL

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Marcus Meissner
On Sun, Jun 14, 2009 at 05:29:39PM +0200, Stefan Dösinger wrote: Here: /home/marcus/projects/wine/dlls/d3d9/device.c: In Funktion »reset_enum_callback«: Does the attached patch fix the issue? Yes it does. Ciao, Marcus

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Henri Verbeet
2009/6/14 Stefan Dösinger ste...@codeweavers.com: Here: /home/marcus/projects/wine/dlls/d3d9/device.c: In Funktion »reset_enum_callback«: Does the attached patch fix the issue? I have a patch touching that code, could you wait with sending it in a bit? (I could also rebase it and send it in.)

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Stefan Dösinger
Am Sonntag, 14. Juni 2009 17:40:39 schrieb Henri Verbeet: 2009/6/14 Stefan Dösinger ste...@codeweavers.com: Here: /home/marcus/projects/wine/dlls/d3d9/device.c: In Funktion »reset_enum_callback«: Does the attached patch fix the issue? I have a patch touching that code, could you wait

Re: patch wined3d

2009-05-28 Thread James McKenzie
Pavel Prochazka wrote: static HRESULT WINAPI IWineGDISwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) { IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface; -

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: patch wined3d

2009-05-26 Thread Stefan Dösinger
Am Dienstag, 26. Mai 2009 18:13:49 schrieb Pavel Prochazka: Is there any reason why we'd want 32 backbuffer swapchains? The currentl limit comes from d3d9(no more than 3 backbuffers allowed). We can certainly change it, but I doubt that any Windows driver supports that in ddraw. If there is no

Re: [PATCH] wined3d: Implement check for shader creation if hardware supports requested version.

2008-12-17 Thread Henri Verbeet
2008/12/17 Pauli Nieminen suok...@gmail.com: +static inline void test_create_vshader_version_check(IDirect3DDevice9 *device_ptr, const D3DCAPS9 *caps, +const DWORD version, const DWORD *shader_code) +{ +IDirect3DVertexShader9 *vshader_ptr = 0; +HRESULT hret = 0; + +

Re: [PATCH] wined3d: Implement check for shader creation if hardware supports requested version.

2008-12-17 Thread Pauli Nieminen
On Wed, Dec 17, 2008 at 10:51 AM, Henri Verbeet hverb...@gmail.com wrote: 2008/12/17 Pauli Nieminen suok...@gmail.com: +static inline void test_create_vshader_version_check(IDirect3DDevice9 *device_ptr, const D3DCAPS9 *caps, +const DWORD version, const DWORD *shader_code) +{ +

Re: [PATCH] wined3d: Implement check for shader creation if hardware supports requested version.

2008-12-17 Thread Henri Verbeet
2008/12/17 Pauli Nieminen suok...@gmail.com: On Wed, Dec 17, 2008 at 10:51 AM, Henri Verbeet hverb...@gmail.com wrote: If creation succeeds, you need to Release the shader again. Same goes for the pixel shader version of this function. I tried to search for example of releasing shaders from

Re: [PATCH] wined3d: Fix the OpenGL driver version for Mac OS X NVIDIA driver.

2008-07-24 Thread Michael Karcher
Am Donnerstag, den 24.07.2008, 00:55 +0800 schrieb Huang, Zhangrong: Hi, I tried run World of Warcraft on Mac OS X with X11 and NVIDIA card, got the following error messages: err:d3d_caps:IWineD3DImpl_FillGLCaps Invalid nVidia version string: 1.5 NVIDIA-1.5.24

Re: [PATCH] wined3d: Fix the OpenGL driver version for Mac OS X NVIDIA driver.

2008-07-24 Thread Huang, Zhangrong
Hi, 2008/7/24 Michael Karcher [EMAIL PROTECTED]: What is the advantage of that compared to major = strtol(gl_string, gl_string_cursor,10); ? Or even replace the whole scanning code by if(sscanf(gl_string, %d.%d, major, minor) != 2) ERR_(d3d_caps)(...) It

please disregard my patch wined3d: add surface convertor from D3DFMT_X8R8G8B8 to D3DFMT_R5G6B5

2008-07-13 Thread Victor
Hello. I ask to disregard patch wined3d: add surface convertor from D3DFMT_X8R8G8B8 to D3DFMT_R5G6B5 (d15c66beeb5ab7130161278d0ee86ee79aed.diff) I've sent yesterday. There are minor errors in masks used within x8r8g8b8_to_x5r6g5 that might cause minor graphical artefacts on textures

Re: [PATCH] wined3d: Pass correct coord parameter to texture*DProj functions

2007-08-04 Thread H. Verbeet
On 04/08/07, Vitaly Budovski [EMAIL PROTECTED] wrote: --- dlls/wined3d/glsl_shader.c |9 + 1 files changed, 9 insertions(+), 0 deletions(-) This patch is plain wrong. The caller of shader_glsl_get_sample_function() is responsible for correctly adding the correct component for

Re: [PATCH] wined3d: debug_d3dusage: prettyprint a flag combination

2007-05-19 Thread H. Verbeet
On 12/05/07, Erik Inge Bolsø [EMAIL PROTECTED] wrote: --- dlls/wined3d/utils.c |1 + 1 files changed, 1 insertions(+), 0 deletions(-) diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index c444232..4db0622 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -238,6

Re: [PATCH] wined3d: IWineD3DDeviceImpl_Clear: list Color parameter in the trace.

2007-05-19 Thread H. Verbeet
On 12/05/07, Erik Inge Bolsø [EMAIL PROTECTED] wrote: -TRACE((%p) Count (%d), pRects (%p), Flags (%x), Z (%f), Stencil (%d)\n, This, - Count, pRects, Flags, Z, Stencil); +TRACE((%p) Count (%d), pRects (%p), Flags (%x), Color (%f %f %f %f), Z (%f), Stencil (%d)\n, This, +

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-30 Thread Ivan Gyurdiev
Mirek wrote: Ok, i just found why is it not working with this patch, and why is it working without this patch. It is based on position of definition MOVA in vertexshader.c, if MOVA is on after patch position it is not working, but if i move line {WINED3DSIO_MOVA, mova, NULL, 1, 2,

Re: Regression in patch wined3d: Implement D3DSIO_MOVAin ARB backend.

2006-10-30 Thread Aric Cyr
Ivan Gyurdiev ivg231 at gmail.com writes: that's because Jason seems to have introduced order requirements on the table that weren't previously there. The mnxn implementation will attempt to access the table as an array, which will break once MOVA is moved before DP3: glsl_shader.c:

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Tom Wickline
On 10/28/06, Mirek [EMAIL PROTECTED] wrote: Yes I did that this way. I tried it three times as it is now in CVS (3DMark 2003 and Flatout 2 not working) and three times without this patch (only) (3DMark 2003 and Flatout 2 works just perfect). Mirek I see the same thing as Mirek, 3dmark03 is

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Tom Wickline
I see the same thing as Mirek, 3dmark03 is totally broken now. And yes I tested GLSL and ARB and before and after with the same results as his. So yes, this is a major regression :D Tom

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Ivan Gyurdiev
Tom Wickline wrote: I see the same thing as Mirek, 3dmark03 is totally broken now. And yes I tested GLSL and ARB and before and after with the same results as his. So yes, this is a major regression :D When testing with the GLSL backend, can you please do a +d3d_shader trace, find the

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Mirek
Here is log with 3DMark running for about 3 seconds with patch and without, trace+d3d. http://www.czela.net/pub/Czela_Debian_2.5/mirek/wine/regression/3DMark03.tar.gz Mirek Ivan Gyurdiev napsal(a): Tom Wickline wrote: I see the same thing as Mirek, 3dmark03 is totally broken now. And

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