Re: riched20: Make ME_StreamIn create undos properly

2006-11-27 Thread Matt Finnicum
I retract my claim of fixing that bug, but the patch still fixes the test / crashes / has great merit otherwise. --Matt On 11/27/06, Matt Finnicum <[EMAIL PROTECTED]> wrote: This fixes an occasional crash/assertion in richedit that has been around for a while. It also fixes a conformance test.

Re: [Module] winex11.drv A new function.

2006-11-27 Thread Dmitry Timoshkov
"Anatoly" <[EMAIL PROTECTED]> wrote: +static struct codepair { +unsigned short keysym; + unsigned short ucs; +} keysymtab[] = { Nothing prevents to make the keysymtab[] a const data. -- Dmitry.

Re: [winex11.drv/keyboard.c] Fix

2006-11-27 Thread Dmitry Timoshkov
"Anatoly" <[EMAIL PROTECTED]> wrote: --- x11drv.h 8 Nov 2006 20:14:19 - 1.10 +++ x11drv.h 24 Nov 2006 09:38:39 - @@ -19,6 +19,8 @@ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ +#include You can't do that, a comment 2 lines further in that file expl

Re: mscoree [1/2]: Add missing stubs to the spec file

2006-11-27 Thread Dmitry Timoshkov
"James Hawkins" <[EMAIL PROTECTED]> wrote: Thanks for these patches Dmitry! I'll try it out. Please take into account that the only patch you need and which hasn't been committed is the [6/6] one. -- Dmitry.

Re: mscoree [1/2]: Add missing stubs to the spec file

2006-11-27 Thread James Hawkins
On 11/27/06, Dmitry Timoshkov <[EMAIL PROTECTED]> wrote: "James Hawkins" <[EMAIL PROTECTED]> wrote: >> "James Hawkins" <[EMAIL PROTECTED]> wrote: >> >> > Ah ordinals, for this dll it's not a big deal because (probably) all >> > apps get the export by name instead of ordinal. For the installers

Re: mscoree [1/2]: Add missing stubs to the spec file

2006-11-27 Thread Dmitry Timoshkov
"James Hawkins" <[EMAIL PROTECTED]> wrote: "James Hawkins" <[EMAIL PROTECTED]> wrote: > Ah ordinals, for this dll it's not a big deal because (probably) all > apps get the export by name instead of ordinal. For the installers > I've seen that's the case, and I can't imagine any app working on

Re: msxml3: Implement createProcessingInstruction with a stub PI object.

2006-11-27 Thread Lei Zhang
Here's a patch that disables domdoc_createProcessingInstruction() when libxml2 does not have xmlNewDocPI(). Do I need to modify wine/configure as well? On 11/27/06, Lei Zhang <[EMAIL PROTECTED]> wrote: domdoc.c:domdoc_createProcessingInstruction() uses xmlNewDocPI() from libxml2. This feature wa

Re: d3d [1]: Remove AddRef from IWineD3DDevice_GetVertexDeclaration.

2006-11-27 Thread Markus Amsler
H. Verbeet wrote: On 28/11/06, Markus Amsler <[EMAIL PROTECTED]> wrote: The following patches remove refcounting in wined3d Getters. The Setters/Creaters refcounting can't be removed right now, because of the way implicit surfaces are currently handled. The idea is to simplify the d3dx<->wined

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Ivan Gyurdiev
> - Mixing ARB and GLSL backends is pretty silly as well. Why? I believe you can e.g. perfectly mix GLSL vertex programs together with multitexturing setups. ARB as in ARB_vertex_program or ARB_fragment_program, I'm not sure what multitexturing has to do with it. You can't, for example, proper

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread H. Verbeet
On 28/11/06, Frank Richter <[EMAIL PROTECTED]> wrote: On 27.11.2006 23:53, H. Verbeet wrote: > Either way, you're not going to be > using software vertex shaders together with HW pixel shaders, that's > just silly. Fun fact: a lot of Intel chips (up to the i945 I believe) have fragment program s

Re: d3d [1]: Remove AddRef from IWineD3DDevice_GetVertexDeclaration.

2006-11-27 Thread H. Verbeet
On 28/11/06, Markus Amsler <[EMAIL PROTECTED]> wrote: The following patches remove refcounting in wined3d Getters. The Setters/Creaters refcounting can't be removed right now, because of the way implicit surfaces are currently handled. The idea is to simplify the d3dx<->wined3d refcount relation

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Frank Richter
On 27.11.2006 23:53, H. Verbeet wrote: > Either way, you're not going to be > using software vertex shaders together with HW pixel shaders, that's > just silly. Fun fact: a lot of Intel chips (up to the i945 I believe) have fragment program silicon but none for vertex programs - reality can be rea

Re: d3d [8]: Remove AddRef from IWineD3D*_QueryInterface. This also removes the implicit AddRef in IWineD3D*_GetContainer.

2006-11-27 Thread H. Verbeet
I thought we discussed on IRC why this is a bad idea? Anyway, you can't do this. Removing the AddRef in QueryInterface is a pretty blatant violation of COM specs, and is pretty sure to cause problems somewhere. The caller of that function won't always know if the object it's called on is a wined3d

Re: [3/8] wined3d: Create a separate function for sampling a texture

2006-11-27 Thread H. Verbeet
On 28/11/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: H. Verbeet wrote: That's because they're shaders v1 instructions, which are being phased out [ not applicable to glsl backend at all ]. But of course we still have to support them. Old things should be layered on new infrastructure, so thos

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread H. Verbeet
On 28/11/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: > - Software shaders currently simply don't work. If we do get software > shaders it'll likely be vertex only. So, we should allow hardware pixel shaders, and software vertex shaders. > I could see > someone using software vertex shaders if h

Re: [3/8] wined3d: Create a separate function for sampling a texture

2006-11-27 Thread Ivan Gyurdiev
H. Verbeet wrote: On 27/11/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: H. Verbeet wrote: > There are a couple of instructions that have to sample from a texture, > right now most of them duplicate that code, and hardcode the texture > type. > > Changelog: > - Create a separate function for sam

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Ivan Gyurdiev
- Software shaders currently simply don't work. If we do get software shaders it'll likely be vertex only. So, we should allow hardware pixel shaders, and software vertex shaders. I could see someone using software vertex shaders if he's got no hardware support for shaders, although it's ques

Re: [3/8] wined3d: Create a separate function for sampling a texture

2006-11-27 Thread H. Verbeet
On 27/11/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: H. Verbeet wrote: > There are a couple of instructions that have to sample from a texture, > right now most of them duplicate that code, and hardcode the texture > type. > > Changelog: > - Create a separate function for sampling a texture You

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread H. Verbeet
On 27/11/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: H. Verbeet wrote: Imho there should be either ps_selected/vs_selected flags, or shader_backend flag, but definitely not both [ does not make sense ]. Well, yes, that's the idea. Unfortunately the ps_selected/vs_selected flags are still used i

Re: [3/8] wined3d: Create a separate function for sampling a texture

2006-11-27 Thread Ivan Gyurdiev
H. Verbeet wrote: There are a couple of instructions that have to sample from a texture, right now most of them duplicate that code, and hardcode the texture type. Changelog: - Create a separate function for sampling a texture You should continue to use "add_param" or "get_register_name". There

Re: msxml3: Implement createProcessingInstruction with a stub PI object.

2006-11-27 Thread Lei Zhang
domdoc.c:domdoc_createProcessingInstruction() uses xmlNewDocPI() from libxml2. This feature was added in libxml2 version 2.6.15. (released about 2 years ago) Anyone using an older distro with an outdated libxml2 (e.x. RHEL 3) will not be able to compile this code. On 11/16/06, Huw Davies <[EMAIL

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Ivan Gyurdiev
H. Verbeet wrote: Changelog: - Select the right shader backend when creating the device Imho there should be either ps_selected/vs_selected flags, or shader_backend flag, but definitely not both [ does not make sense ]. I'd opt for allowing different backends on pshader vs vshader. Maybe the

Re: [4/8] wined3d: Fix the texm3x3tex instruction to sample properly

2006-11-27 Thread Mirek
Wow, I am impressed those patches fixed almost all tests in 3DMark 2003, test4 (mother nature), vertex shader and Ragtroll without any regression in other apps. Perfect work! Mirek H. Verbeet napsal(a): The current code for texm3x3tex doesn't handle projected textures, and actually uses the w

[wiki] multi language FrontPage

2006-11-27 Thread Karsten Elfenbein
Hi, could a wiki admin please delete StartSeite on the wiki. According to http://wiki.winehq.org/HelpOnLanguages the wiki would use the english FrontPage if StartSeite doesn't exist. The german FrontPage isn't needed as the users don't get any information about wine there. Karsten

Re: WineD3D state management

2006-11-27 Thread Phil Costin
Stefan Dösinger wrote: > * sRGB textures: Dirtifies the sampler. All textures have now information > about how many samplers they are bound to, and the number of one of the > samplers. Phil? > > Stefan I still have my sRGB patch but haven't been working on it mainly just because I've been busy wi

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 16:20 schrieben Sie: > I'm not directly opposed to the current setup, it's more that I'm > wondering if going for separate tables for related states would > perhaps result in cleaner / more flexible code. It would of course > allow you to get rid of those macros :-) Not s

Re: wineshelllink: Use FreeDesktop standard to create Wine menu structure.

2006-11-27 Thread Alexandre Julliard
Vitaliy Margolen <[EMAIL PROTECTED]> writes: > So in the end this is Alexandre's call. All I can do is present my > solution. And let him decide how he wants to fix this major show-stopper. If xdg-utils can be used, then that seems clearly preferable to reinventing them ourselves. Even if it's a

Re: WineD3D state management

2006-11-27 Thread H. Verbeet
On 27/11/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: Am Montag 27 November 2006 13:04 schrieb H. Verbeet: > I had a very brief look at the code, pertially because a tarred up > directory isn't the most convenient way to spot what has changed and > what is still the same. I can of course send y

Re: WineD3D state management

2006-11-27 Thread H. Verbeet
On 27/11/06, Mirek <[EMAIL PROTECTED]> wrote: It is working, only demo version (you cant use full version), and only demo can run on my system with GLSL. Mirek Ah yes, I think Tom mentioned that the demo does work. I was thinking about the actual game tests. I do know what caps it needs, and t

Re: WineD3D state management

2006-11-27 Thread Mirek
It is working, only demo version (you cant use full version), and only demo can run on my system with GLSL. Mirek H. Verbeet napsal(a): On 27/11/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: Am Montag 27 November 2006 13:36 schrieben Sie: > Here is log from 3DMark 2005, some new games are no

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 13:07 schrieb H. Verbeet: > On 27/11/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > Ah yeah, The list_move thing is outside of wined3d. The attached patch is > > needed. I think I'll send that patch to wine-patches too. > > > > Warning, the patch causes a full wine re

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 13:04 schrieb H. Verbeet: > I had a very brief look at the code, pertially because a tarred up > directory isn't the most convenient way to spot what has changed and > what is still the same. I can of course send you my 45 patches too, but they are pretty messy because I

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 14:47 schrieben Sie: > On 27/11/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > Am Montag 27 November 2006 13:36 schrieben Sie: > > > Here is log from 3DMark 2005, some new games are not working with those > > > patches, 3DMark 2001 works but very bad in high details t

Re: WineD3D state management

2006-11-27 Thread H. Verbeet
On 27/11/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: Am Montag 27 November 2006 13:36 schrieben Sie: > Here is log from 3DMark 2005, some new games are not working with those > patches, 3DMark 2001 works but very bad in high details tests. 05 fails because of pixel shaders / glsl, Eh? 3DMark0

Re: sfd2ttf - modify buglist entry

2006-11-27 Thread theun . wine . mail
- Oorspronkelijk bericht - Van: Markus Amsler <[EMAIL PROTECTED]> Datum: zaterdag, november 25, 2006 11:05 pm Onderwerp: Re: sfd2ttf > [EMAIL PROTECTED] wrote: > > Hi, > > > >>From the buglist I gather that the fontforge dependency is still > an issue. > > > > I've taken a look at the

Re: WineD3D state management

2006-11-27 Thread H. Verbeet
I had a very brief look at the code, pertially because a tarred up directory isn't the most convenient way to spot what has changed and what is still the same. A few things I noticed: - markDirty() should probably either be a proper method of the device, or have a prefix - "States" is a pretty

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 13:36 schrieben Sie: > Here is log from 3DMark 2005, some new games are not working with those > patches, 3DMark 2001 works but very bad in high details tests. 05 fails because of pixel shaders / glsl, and I know that 2001 is broken because my patch doesn't care for offs

Re: WineD3D state management

2006-11-27 Thread H. Verbeet
On 27/11/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: Ah yeah, The list_move thing is outside of wined3d. The attached patch is needed. I think I'll send that patch to wine-patches too. Warning, the patch causes a full wine recompile because nearly every lib uses list.h Shouldn't you just mo

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 12:02 schrieben Sie: > Hi I cant compile it with actual CVS head. > > drawprim.o: In function `drawPrimitive': > /usr/src/wine/dlls/wined3d/drawprim.c:1696: undefined reference to > `list_move' > collect2: ld returned 1 exit status > winegcc: gcc failed. > make: *** [wine

Re: WineD3D state management

2006-11-27 Thread Mirek
Hi I cant compile it with actual CVS head. drawprim.o: In function `drawPrimitive': /usr/src/wine/dlls/wined3d/drawprim.c:1696: undefined reference to `list_move' collect2: ld returned 1 exit status winegcc: gcc failed. make: *** [wined3d.dll.so] Error 2 Mirek Stefan Dösinger napsal(a): Hi,

Re: Call to all packagers (especially Debian)

2006-11-27 Thread Scott Ritchie
On Sat, 2006-11-25 at 19:36 -0700, Vitaliy Margolen wrote: > It seems there is no end to how far will packagers go to brake Wine by > trying to make it better > > I thought it's been fixed a long time ago, but it seems not. Wine > packages for Debian split important Wine parts into separate packag

WineD3D state management

2006-11-27 Thread Stefan Dösinger
Hi, In the past days I've been hacking on implementing my state management ideas, and I think I've come to a state where I don't have to be completely ashamed of my patches :-) First, what the code does NOT do yet: * Pixel Shaders, GLSL shaders: I only had my notebook with the M9 available, so

Re: Call for DirectPlay captures

2006-11-27 Thread Kai Blin
On Monday 27 November 2006 08:39, Kai Blin wrote: > On a side note, broadcasting for servers seems to fail (i.e. never > produces a packet). This seems to be a winsock problem, too. I don't have a Windows box with multiple NICs set up anywhere, but it seems like either our winsock implementation