Hi,
.exe files are often associated with Wine so that it's easy for users to
double click a windows application and have it working like any native
application.
Wouldn't it be possible for Wine to detect .Net application and run them
using mono (mono app.exe) instead of just failing ?
If that's
Hi, How do you set breakpoints in 16 bit code, or cant you?
I can add in the winedos code a debugbreak at a particular point in time,
and I really want to step through some of the code following the return to
see why something is happening.
If I do, for example, break 0x1257:0x33f3 or *0x1257:0x
On Sat, Oct 15, 2005 at 08:44:05PM +0100, Oliver Stieber wrote:
> It may be easier to do in DirectX 7 because of the
> way it manages states.
Well, I wanted first to handle 'special cases' like applications using the
second thread just to do lock / unlock on the buffer or loading textures
(which i
> How about creating a new thread to to all rendering, and make the calls call
> this thread and block until the function's finished? Is this possible?
Yeah, this was another option we discussed (the 'marshalling' option as we
called it :-) ). Was deemed too slow as it would reduce performance of
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sat, Oct 15, 2005 at 08:13:24PM +0100, Oliver Stieber wrote:
> > We could do that, or we could signal the other thread an tell it to release
> > the context which
> > should cut down on the context switching, I'm not sure how easy that would
> >
Hi,
I got wine compiling on x86_64 with some 32bit libs today and tested HL2 again.
Steam updates and works just fine, but if I want to start HL2 it always throws a
message "The latest version of Microsoft DirectX is required to play Half-Life
2"
I've updated the DirectX version string to the la
Am Samstag, 15. Oktober 2005 21:13 schrieb Oliver Stieber:
> --- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> > On Sat, Oct 15, 2005 at 07:30:34PM +0100, Oliver Stieber wrote:
> > > Add the OpenGL context to the device structure.
> > > Make a per-device critical section.
> > > Whenever a call is made
On Sat, Oct 15, 2005 at 08:59:55PM +0200, Stefan Dösinger wrote:
> Another update before sending: I've used my glXMakeCurrent hack with old
> ddraw, and guess what: Empire Earth brings the main menu up successfully[1].
> It's slow as hell(yes, 2D DIB with those horrible ATI drivers), and it has
On Sat, Oct 15, 2005 at 08:13:24PM +0100, Oliver Stieber wrote:
> We could do that, or we could signal the other thread an tell it to release
> the context which
> should cut down on the context switching, I'm not sure how easy that would be
> to setup (it doesn't
> seem possible using even objec
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > To have this method work properly, one would have to somehow make
> > 'glXMakeCurrent(NULL)' run in the context of thread A before doing what you
> > did.
>
> [1] Screen shots are allways cool - www.doesi.gmxhome.de/ee-shot.png
You should be a
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sat, Oct 15, 2005 at 07:30:34PM +0100, Oliver Stieber wrote:
> > Add the OpenGL context to the device structure.
> > Make a per-device critical section.
> > Whenever a call is made enter the critical section
> > Then check that the current active c
> To have this method work properly, one would have to somehow make
> 'glXMakeCurrent(NULL)' run in the context of thread A before doing what you
> did.
Threading fun Will be a long study of man pages and windows threading
things I guess.
A wild guess: Remove the context after every function
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > Wined3d isn't thread safe yet. Threading will cause lots of problems
> > because when you call MakeActive with the OpenGL context it only makes the
> > context active on the current thread so when you switch threads you may be
> > using a differe
On Sat, Oct 15, 2005 at 07:30:34PM +0100, Oliver Stieber wrote:
> Add the OpenGL context to the device structure.
> Make a per-device critical section.
> Whenever a call is made enter the critical section
> Then check that the current active context is the same as the context on the
> device.
> If
On Sat, Oct 15, 2005 at 08:25:18PM +0200, Stefan Dösinger wrote:
> I'll try my wined3d glXMakeCurrent hack on old ddraw, just out of curiosity.
I checked your code you sent in the other part of the thread and it seems
strange... According to the man page:
BadAccess is generated if ctx
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sat, Oct 15, 2005 at 04:58:00PM +0200, Stefan Dösinger wrote:
> > Hello,
> > Just one question about thread safety: The openGL crash I am struggling
> > with
> > seems related to threading:
>
> A, you fell again in the (in)famous multi-threa
Am Samstag, 15. Oktober 2005 20:11 schrieben Sie:
> On Sat, Oct 15, 2005 at 04:58:00PM +0200, Stefan Dösinger wrote:
> > Hello,
> > Just one question about thread safety: The openGL crash I am struggling
> > with seems related to threading:
>
> A, you fell again in the (in)famous multi-threaded
> Wined3d isn't thread safe yet. Threading will cause lots of problems
> because when you call MakeActive with the OpenGL context it only makes the
> context active on the current thread so when you switch threads you may be
> using a different OpenGL context. This also means that wined3d cannot
>
On Sat, Oct 15, 2005 at 04:58:00PM +0200, Stefan Dösinger wrote:
> Hello,
> Just one question about thread safety: The openGL crash I am struggling with
> seems related to threading:
A, you fell again in the (in)famous multi-threaded D3D applications :-)
Alas, for now, this is an unsolved is
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> Just one question about thread safety: The openGL crash I am struggling with
> seems related to threading:
> ---Crash in fglrx---
>
> The nvidia OpenGL implementation crashes in IWineD3DDeviceImpl_Clear, the
> fglrx implementation on th
On 10/15/05, Christoph <[EMAIL PROTECTED]> wrote:
> Mike Hearn schrieb:
>
> Here is maybe a clue. Can anyone outline the role of imm32.dll and if it
> can be involved in our problem?
>
imm32.dll seems to be a dll for internationalizing certain text.
Hi,
we can use the following registrykey
HKEY_LOCAL_MACHINE\
System\CurrentControlSet\Control\NLS\CodePage\EUDCCodeRange
to get the correct key range and also for correct implementation of
ismbblead in msvcrt
its documented here
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/i
Unfortunately, Wine is very incomplete
in the sense that you don't have to look far to find lots of bugs.
Because of this, we don't usually have the same sense of urgency
as other projects to fix them -- there is an infinite stream of
them just around the corner.
Sure; that's why I was really surp
--- Vitaliy Margolen <[EMAIL PROTECTED]> wrote:
> What do you expect from poor open-source copy of it?
>
To help the Wine community realize that even though it
is poor, it is stronger than it thinks. I truely see
Wine as the David in the Goliath world of Microsoft -
and Linux is the stone. (Or
> responsibility. Money or not. Fixing what you broke
> is the right thing to do -- regardless of the
> disclaimer.
Actually, there is an important point being
overlooked here that deserves being brought out.
Wine regresses all the time. Any decent programmer
worth her salt would be embarrased
Hi all,
I just found this on msdn
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/shellcc/platform/commctls/userex/themes.asp
and
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnwxp/html/xptheming.asp
I think it does tell us that we need commctl version 6 in
Hello,
Just one question about thread safety: The openGL crash I am struggling with
seems related to threading:
<~3 lines of debug output from thread 0xb >
000b:trace:ddraw:Main_DirectDrawSurface_Unlock (0x7c8a3910)->Unlock((nil))
000b:trace:d3d_surface:IWineD3DSurfaceImpl_UnlockRect (0x7c8a3
On 10/15/05, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
> Ivan Gyurdiev wrote:
> > This makes the Battlefield 2 demo go a bit further, before crashing
> > again, due to unimplemented call ntdll.dll.NtSetSystemInformation.
> >
> > The mask parameter is not initialized by RtlDosPathNameToNtPathName_U
>
Hi,
On Sat, Oct 15, 2005 at 12:44:35PM +, Christian Gmeiner wrote:
> Hi.
>
> I have read this "tutorial"
> http://wiki.winehq.org/Debugging_'Wild_Metal_Country' and tought that i can
> maybe find the problem, why splinter cell 1 wont start.
>
> Here is the importat part (i think):
> 000b:Ca
On Sat, 2005-10-15 at 13:27 +, John Smith wrote:
> Come on, with this attitude we won't get anywhere. I'm also spending
> my time reporting the bugs I don't really care about (except generic
> 'making Wine better').
And that's appreciated. Unfortunately, Wine is very incomplete
in the sense
If you want someone to work for you, for free,
I don't. In fact, I don't care about those bugs at all. Once again (for the
3rd time, BTW): I just tried to make Wine a little bit more compatible with
3rd-party applications (by supporting a way for Win programmers to specify
WINE config para
Mike Hearn schrieb:
> On Fri, 14 Oct 2005 19:02:02 +0200, Christoph wrote:
>
>> WoW really seems to relay on this magic address.
>
>
> And yet it works in Windows which presumably does not have any WoW
> specific appgoo in it. So I imagine it's actually some weird quick of
> the NT kernel we're
On Sat, 15 Oct 2005 12:44:35 +, Christian Gmeiner wrote:
> Maybe somebody can confirm that it is a kernel32 bug and may can fix it,
> or give me a hint were i can fix it.
Good to see the tutorials are helping!
This is a curious one indeed. The exception code, 0xC08f is
STATUS_FLOAT_INEXA
On Fri, 14 Oct 2005 19:02:02 +0200, Christoph wrote:
> WoW really seems to relay on this magic address.
And yet it works in Windows which presumably does not have any WoW
specific appgoo in it. So I imagine it's actually some weird quick of the
NT kernel we're not emulating correctly here, but Ale
Ivan Gyurdiev wrote:
This makes the Battlefield 2 demo go a bit further, before crashing
again, due to unimplemented call ntdll.dll.NtSetSystemInformation.
The mask parameter is not initialized by RtlDosPathNameToNtPathName_U
(it returns TRUE in that first block), and then you get an invalid
if (!ntpath->Buffer) return FALSE;
memcpy( ntpath->Buffer, dos_path, ntpath->MaximumLength );
ntpath->Buffer[1] = '?'; /* change \\?\ to \??\ */
+RtlGetFullPathName_U(dos_path, sizeof(local), local, file_part);
return TRUE;
}
this is wrong as file_
Hi.
I have read this "tutorial"
http://wiki.winehq.org/Debugging_'Wild_Metal_Country' and tought that i can
maybe find the problem, why splinter cell 1 wont start.
Here is the importat part (i think):
000b:Call kernel32.RaiseException(c08f,0001,0002,7fbef5e4)
ret=66024d53
000b:Ca
This makes the Battlefield 2 demo go a bit further, before crashing
again, due to unimplemented call ntdll.dll.NtSetSystemInformation.
The mask parameter is not initialized by RtlDosPathNameToNtPathName_U
(it returns TRUE in that first block), and then you get an invalid
dereference later.
Christoph u-club.de> writes:
> Hi
>
> http://lists.transgaming.org/pipermail/winex-devel/2004-May/000259.html
>
> With the attached patch WoW is working for me, clicks on the playfield
> are now ok!
>
I used a derived work [1] of your patches and it worked for me but not
for others.
The pat
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