Re: user32: invalidate button area instead of painting immediatly

2007-01-17 Thread James Hawkins
On 1/17/07, Clinton Stimpson <[EMAIL PROTECTED]> wrote: WM_SETFONT on a button should invalidate the area so the system can send a WM_PAINT event, instead of painting the button immediately. This is a partial fix for bug# 6006. The other part of the fix is for ShowWindow(button, SW_HIDE) to caus

Re: [Wine] www.winehq.com newsletter dead forever?

2007-01-17 Thread Damjan Jovanovic
On 1/18/07, Kai Blin <[EMAIL PROTECTED]> wrote: On Wednesday 17 January 2007 20:20, Brian Vincent wrote: > I would love for someone to take it over, but I'm not sure that'll happen. I said this before (in IRC, I guess), but I think that WWN could be done with a load balancing scheme. Round robin

Re: [Wine] www.winehq.com newsletter dead forever?

2007-01-17 Thread Steven Edwards
On 1/17/07, Kai Blin <[EMAIL PROTECTED]> wrote: I said this before (in IRC, I guess), but I think that WWN could be done with a load balancing scheme. Round robin seems to be fine for that. So, let's say we get 4 people to do it, then it's one issue per month and person. That would be doable. An

Re: File buffering

2007-01-17 Thread Damjan Jovanovic
On 1/17/07, Teemu Ikonen <[EMAIL PROTECTED]> wrote: Hi, I have a Visual Fortran application which exhibits problems related to concurrency and file buffer flushing when run under wine (it works under all versions of windows). The program does essentially this: opens a file writes to it closes

Re: [1/4] D3D9: Implement IDirect3DDevice9::StretchRect

2007-01-17 Thread Vitaliy Margolen
Confirmed. HL2 and Counter Strike Source work *much* faster in 1024x768 then in my default 800x600. However TRL is still roughly .2 FPS I would like to note that this patch does fix intro movies in HL2 and adds some missing details too (4th rotating panel in CSS stress test has correct colors now,

Re: Using Wine headers on Mac OS X

2007-01-17 Thread Mike
The correct answer to my problem is: #include "guiddefs.h" which I found only via much searching. As for why the correct headers are not included, the answer to that is: 1. Typical, usual sloppy coding practices. 2. Lack of attention to detail and code organization. 3. The Windows developers

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread Mirek
http://bugs.winehq.org/show_bug.cgi?id=7203 Mirek Slugen H. Verbeet napsal(a): On 17/01/07, Mirek <[EMAIL PROTECTED]> wrote: Can i apply your latest patch for shader debuging and post debuging with +d3d_shader? Sure.

Re: [Wine] www.winehq.com newsletter dead forever?

2007-01-17 Thread Kai Blin
On Wednesday 17 January 2007 20:20, Brian Vincent wrote: > I would love for someone to take it over, but I'm not sure that'll happen. I said this before (in IRC, I guess), but I think that WWN could be done with a load balancing scheme. Round robin seems to be fine for that. So, let's say we get

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread H. Verbeet
On 17/01/07, Mirek <[EMAIL PROTECTED]> wrote: Can i apply your latest patch for shader debuging and post debuging with +d3d_shader? Sure.

Re: [1/4] D3D9: Implement IDirect3DDevice9::StretchRect

2007-01-17 Thread Stefan Dösinger
Am Mittwoch 17 Januar 2007 17:33 schrieb Mirek: > Hi, this patch caused big performance regression in some D3D games > (Flatout 2, Tomb Raider: Legend, HalfLife 2: Episode One). Yes, this is a known problem. It is a feature, not a bug :-) The underlying Blit operation is pretty slow because glCopy

Re: ntdll: Declare some functions static

2007-01-17 Thread Andrew Talbot
Marcus Meissner wrote: > This is not a good idea, it will optimize those functions away, since gcc > cannot look into the DEFINE_REGS_ENTRYPOINT() assembly. > > Ciao, Marcs Hi Marcus, Thanks for putting me straight. I accidentally submitted this patch before realising that I had forgotten to re

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread Mirek
Can i apply your latest patch for shader debuging and post debuging with +d3d_shader? Mirek Slugen H. Verbeet napsal(a): On 17/01/07, Mirek <[EMAIL PROTECTED]> wrote: Ok, but complete d3d_shader trace has about 2 GB :( If you want to narrow it down, just include the GLSL part for the shader

Re: ntdll: Declare some functions static

2007-01-17 Thread Marcus Meissner
On Wed, Jan 17, 2007 at 08:20:32PM +, Andrew Talbot wrote: > Changelog: > ntdll: Declare some functions static. > > diff -urN a/dlls/ntdll/exception.c b/dlls/ntdll/exception.c > --- a/dlls/ntdll/exception.c 2007-01-10 22:13:12.0 + > +++ b/dlls/ntdll/exception.c 2007-01-17 20:

ntdll: Declare some functions static

2007-01-17 Thread Andrew Talbot
Sorry. This patch breaks compilation. Please do not apply. -- Andy.

Re: [kernel32][console][try3] Adds comment for function

2007-01-17 Thread Robert Shearman
Anatoly Lyutin wrote: + * NOTES + * Has appeared, since Windows 2000 Professional */ HWND WINAPI GetConsoleWindow(VOID) { We don't tend to add notes like this for functions as it is meaningless in the context of Wine. Also, when adding comments you must also add a disclaimer stating

File buffering

2007-01-17 Thread Teemu Ikonen
Hi, I have a Visual Fortran application which exhibits problems related to concurrency and file buffer flushing when run under wine (it works under all versions of windows). The program does essentially this: opens a file writes to it closes it forks another program to read the file just writte

Re: Anonymous structs/unions

2007-01-17 Thread Michael Stefaniuc
Joel Parker wrote: > As seen here , > we seem to be going through a lot of trouble to enable anonymous structs > and unions for those compilers that support it. Why do this, especially > when we need to name them anyway for those that don't? >

Re: Anonymous structs/unions

2007-01-17 Thread Robert Shearman
Joel Parker wrote: As seen here , we seem to be going through a lot of trouble to enable anonymous structs and unions for those compilers that support it. Why do this, especially when we need to name them anyway for those that don't? For

Re: [Wine] www.winehq.com newsletter dead forever?

2007-01-17 Thread Brian Vincent
I would love for someone to take it over, but I'm not sure that'll happen. Life is calming down a bit to the point where I could probably write it again if I had Internet access at home. But I don't and getting it isn't that high of a priority for me. So maybe sometime there will be a resurrect

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread H. Verbeet
On 17/01/07, Mirek <[EMAIL PROTECTED]> wrote: Ok, but complete d3d_shader trace has about 2 GB :( If you want to narrow it down, just include the GLSL part for the shader that generates the error, and the d3d part. Ie, the TRACE for SetFunction for that shader. We should probably give shader co

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread Mirek
H. Verbeet napsal(a): On 17/01/07, Mirek <[EMAIL PROTECTED]> wrote: fixme:d3d_shader:print_glsl_info_log Error received from GLSL shader #50: "(12) : warning C7505: OpenGL does not allow swizzles on scalar expressions\n(12) : error C1031: swizzle mask element not present in operand \"xyzw\"\n" f

Anonymous structs/unions

2007-01-17 Thread Joel Parker
As seen here , we seem to be going through a lot of trouble to enable anonymous structs and unions for those compilers that support it. Why do this, especially when we need to name them anyway for those that don't? My reason for asking is that

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread H. Verbeet
On 17/01/07, Mirek <[EMAIL PROTECTED]> wrote: No, but i can send you some screenshots and if you want even some debug or i can try some patches. Mirek What drivers are you using at the moment? Does +d3d_shader produce any errors?

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread H. Verbeet
On 17/01/07, Mirek <[EMAIL PROTECTED]> wrote: fixme:d3d_shader:print_glsl_info_log Error received from GLSL shader #50: "(12) : warning C7505: OpenGL does not allow swizzles on scalar expressions\n(12) : error C1031: swizzle mask element not present in operand \"xyzw\"\n" fixme:d3d_shader:print_g

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread Mirek
No, but i can send you some screenshots and if you want even some debug or i can try some patches. Mirek H. Verbeet napsal(a): On 17/01/07, Mirek <[EMAIL PROTECTED]> wrote: Hi, this patch caused regression in TES: Oblivion, some objects like peoples are broken. That doesn't have a demo, does

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread Mirek
I have Nvidia GF6800GS with latest stable drivers (OpenGL version string: 2.1.0 NVIDIA 97.46). All errors from log file are here (with current cvs): athlon64:/usr/games/oblivion# cat log.log | grep err err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread H. Verbeet
On 17/01/07, Mirek <[EMAIL PROTECTED]> wrote: Hi, this patch caused regression in TES: Oblivion, some objects like peoples are broken. That doesn't have a demo, does it?

Re: [17/49] wined3d: Rewrite shader_glsl_mov() to properly take the write mask into account, in case of writing to an address register round the source

2007-01-17 Thread Mirek
Hi, this patch caused regression in TES: Oblivion, some objects like peoples are broken. Mirek Slugen H. Verbeet napsal(a): Changelog: - Rewrite shader_glsl_mov() to properly take the write mask into account - in case of writing to an address register round the source, rather than just dropp

Re: [1/4] D3D9: Implement IDirect3DDevice9::StretchRect

2007-01-17 Thread Mirek
Hi, this patch caused big performance regression in some D3D games (Flatout 2, Tomb Raider: Legend, HalfLife 2: Episode One). Mirek Slugen Stefan Dösinger napsal(a): This time with a FIXME for unsupported filtering options. If we implement them, it should be done in Blt and private blitting fl

Re: [try2] user32/tests: add tests for WM_SETICON - what's wrong?

2007-01-17 Thread Alexandre Julliard
"Kirill K. Smirnov" <[EMAIL PROTECTED]> writes: > Traditional questions from rejected patch-sender: > > 1) What's wrong with the patch: > http://www.winehq.org/pipermail/wine-patches/2007-January/034949.html > 2) What can be done to improve it? The test fails on Windows XP: msg.c:3944: Test fail

Re: [3/3] WineD3D: Implement per stream offsets

2007-01-17 Thread Stefan Dösinger
Am Mittwoch 17 Januar 2007 10:51 schrieb Kovács András: > Call of duty 2 uses steam offsets. I think you had some other games(BGE?) which had strange geometry corruption. Can you test them with that patch? pgpw89EAUBQgQ.pgp Description: PGP signature

[try2] user32/tests: add tests for WM_SETICON - what's wrong?

2007-01-17 Thread Kirill K. Smirnov
Hi, Traditional questions from rejected patch-sender: 1) What's wrong with the patch: http://www.winehq.org/pipermail/wine-patches/2007-January/034949.html 2) What can be done to improve it? -- Kirill

Re: Make.rules.in: Add variables for BISONFLAGS and LEXFLAGS.

2007-01-17 Thread Alexandre Julliard
Robert Shearman <[EMAIL PROTECTED]> writes: > Make BISONFLAGS default to generating debug information so that parser > tracing works in the various tools. You should add this to the makefile of the tool you want to debug. There's no reason to force it for all parsers, and defining it in Make.rule

Re: [3/3] WineD3D: Implement per stream offsets

2007-01-17 Thread Mirek
Serious Sam 2 can now even run, but graphic is completly broken. Mirek H. Verbeet napsal(a): On 17/01/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote: really tested because I have no app that really needs this, but it should not cause issues with games not using stream offsets. I think Seriou

Re: [3/3] WineD3D: Implement per stream offsets

2007-01-17 Thread Mirek
Wow, CoD 2 in menu now works!! Mirek Kovács András napsal(a): Call of duty 2 uses steam offsets. 2007. január 17. 00.06 dátummal Stefan Dösinger ezt írta: Stumbled uppon that while reading up instancing. This is a functionality technically required for all d3d9 drivers. The new functionality i

Re: [3/3] WineD3D: Implement per stream offsets

2007-01-17 Thread Kovács András
Call of duty 2 uses steam offsets. 2007. január 17. 00.06 dátummal Stefan Dösinger ezt írta: > Stumbled uppon that while reading up instancing. This is a functionality > technically required for all d3d9 drivers. The new functionality is not > really tested because I have no app that really needs t

Re: Using Wine headers on Mac OS X

2007-01-17 Thread Francois Gouget
On Tue, 16 Jan 2007, Mike wrote: [...] > My big question is: when I add the Wine headers to my project, it seems that > every datatype in the wine headers is undefined. I noticed that most wine > headers don't have any #includes in them. Normally the Wine headers have the same set of #include dire

Re: [3/3] WineD3D: Implement per stream offsets

2007-01-17 Thread Mirek
Hi, one or more nvidia sdk demos using instancing. Mirek Stefan Dösinger napsal(a): Stumbled uppon that while reading up instancing. This is a functionality technically required for all d3d9 drivers. The new functionality is not really tested because I have no app that really needs this, but i

Re: [3/3] WineD3D: Implement per stream offsets

2007-01-17 Thread H. Verbeet
On 17/01/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote: really tested because I have no app that really needs this, but it should not cause issues with games not using stream offsets. I think Serious Sam 2 required stream offsets. Perhaps I should give that game another try one of these days.