"Vitaly Perov" <[EMAIL PROTECTED]> wrote:
> Changes since last send:
> - Used local mlang_data structure instead of calling internal function
> wine_cp_enum_table.
> - Used macro instead of "iface->lpVtbl->"
Looks good to me.
--
Dmitry.
Also updates to latest directx9, and fixes a Mac problem.
As always, online at
http://kegel.com/wine/winetricks
Please submit bug reports to
http://code.google.com/p/winezeug/issues/list
Thanks to everybody who sent in suggestions and patches!
ie6 - Steven Edwards
msmask - Austin
mac bugfix -
Hi Rob,
Rob Shearman schreef:
> 2008/11/27 Maarten Lankhorst <[EMAIL PROTECTED]>:
>
>> ---
>> Set the Spare[0] at runtime after a critical section is entered. :-)
>>
>> I'm not testing Spare[0] at all calls to EnterCriticalSection, but if this
>> is a problem I will send a revised patch
>>
Hi Michael.
I knew it.
We are getting close to Christmas, and then this starts happening
Every year around this time, small elves creep down from the roof, and
tamper with my computer while i am sleeping. They open all of my files
and fill them with whitespaces. You should see what they d
DPRINTF use here is intentional.
Christian
Andrew Riedi a écrit :
> Changelog:
> d3dxof: DPRINTF -> TRACE.
>
>
>
>
>
2008/11/27 Stefan Dösinger <[EMAIL PROTECTED]>:
>> It will likely be more efficient to only store and compare the
>> samplers that need a fixup in the first place then. For most shaders
>> you'll end up only checking a bitmask against zero in that case. Note
>> that with a 16bit encoding you'd stil
> It will likely be more efficient to only store and compare the
> samplers that need a fixup in the first place then. For most shaders
> you'll end up only checking a bitmask against zero in that case. Note
> that with a 16bit encoding you'd still cut the 64 bytes the array
> currently uses in hal
"Vitaly Perov" <[EMAIL PROTECTED]> wrote:
> Changes since last send:
> - Used WINAPI function instead of accessing Wine internal code page
> structures.
You still access internal Wine code page structures, I'm not sure why you
claim otherwise.
> "Dmitry Timoshkov" <[EMAIL PROTECTED]> wrote:
>
2008/11/27 Stefan Dösinger <[EMAIL PROTECTED]>:
> Because we have to verify the color fixup on 16+3 samplers each draw, and
> with d3d10 there will be many more(Of course in d3d10 we may be lucky and
> have all the formats natively in opengl without the need for shader
> conversion)
> My automat
> 2008/11/27 Stefan Dösinger <[EMAIL PROTECTED]>:
> > Issue 1: I want to pack the color fixup information as tight as
> possible. A format like EXT_texture_swizzle needs more space for
> possible combinations we'll never use. My current enum needs 4 bits of
> storage.
> >
> Why do you think this is
> I forgot to mention this in my previous mail, but if we're going to
> change the color fixup code, we should really integrate it properly
> into the backend. Ie, shader_glsl_get_sample_function() and the ARB
> equivalent should be aware of the format conversion, in order to
> prevent having to sw
2008/11/27 Dmitry Timoshkov <[EMAIL PROTECTED]>:
> "Andrew Riedi" <[EMAIL PROTECTED]> wrote:
>> +/* Test loading an icon as an icon. */
>> +SetLastError(0xdeadbeef);
>> +handle = LoadImageA(NULL, "icon.ico", IMAGE_ICON, 0, 0,
>> LR_LOADFROMFILE);
>> +ok(handle != NULL, "LoadImage()
I forgot to mention this in my previous mail, but if we're going to
change the color fixup code, we should really integrate it properly
into the backend. Ie, shader_glsl_get_sample_function() and the ARB
equivalent should be aware of the format conversion, in order to
prevent having to swizzle from
2008/11/27 Stefan Dösinger <[EMAIL PROTECTED]>:
> Issue 1: I want to pack the color fixup information as tight as possible. A
> format like EXT_texture_swizzle needs more space for possible combinations
> we'll never use. My current enum needs 4 bits of storage.
>
Why do you think this is so impo
2008/11/27 Maarten Lankhorst <[EMAIL PROTECTED]>:
> ---
> Set the Spare[0] at runtime after a critical section is entered. :-)
>
> I'm not testing Spare[0] at all calls to EnterCriticalSection, but if this
> is a problem I will send a revised patch
IMHO, this is too fragile. My solution would be t
> It's not about gaining stuff, it's about creating an interface that
> makes sense, even in the long term. If I look at the shader_color_conv
> enum, I might be able to guess what each element is supposed to do,
> but I don't really know until I look at what formats it's used with,
> and how GLSL
2008/11/27 Stefan Dösinger <[EMAIL PROTECTED]>:
>> I'm not really convinced either. I would prefer something more
>> descriptive, (like the way EXT_texture_swizzle handles this, for
>> example), rather than listing every combination we use in an enum.
> I don't think that gains us a lot(and how do
> I'm not really convinced either. I would prefer something more
> descriptive, (like the way EXT_texture_swizzle handles this, for
> example), rather than listing every combination we use in an enum.
I don't think that gains us a lot(and how do you describe something like YUV
conversions?) These t
Hi Rob,
Rob Shearman schreef:
> 2008/11/26 Maarten Lankhorst <[EMAIL PROTECTED]>:
>
>> +
>> +HRESULT WINAPI CoRevokeInitializeSpy(ULARGE_INTEGER cookie)
>> +{
>> +struct oletls *info = COM_CurrentInfo();
>> +TRACE("(%s)\n", wine_dbgstr_longlong(cookie.QuadPart));
>> +
>> +if (!info
Hello Peter,
Peter Dons Tychsen wrote:
> Fixed a problem with timer values that are smaller than the minimum time
> that can be assigned to the SetTimer() win32 call (approx 50ms). The
> patch splits up the timer into several interrupts if too long time has
> passed.This fixes good old OutRun, whi
2008/11/27 Roderick Colenbrander <[EMAIL PROTECTED]>:
> Hi,
>
> I don't know much about the current shader code but is this the right way to
> go thinking about GL_EXT_texture_swizzle + GL_ARB_texture_rg? For instance
> Nvidia drivers will soon get the swizzle extension and for that you don't
>
2008/11/27 Stefan Dösinger <[EMAIL PROTECTED]>:
> +enum shader_color_conv
> +{
> +fmtconv_none= 1,
> +set_blue_1 = 2,
> +signed_2_no_ba = 3,
> +signed_2= 4,
> +signed_4= 5,
> +signed_l6v5u5 = 6,
> +swap_rg_blue_1 =
Hi,
I don't know much about the current shader code but is this the right way to go
thinking about GL_EXT_texture_swizzle + GL_ARB_texture_rg? For instance Nvidia
drivers will soon get the swizzle extension and for that you don't have to
fixups anymore. Is moving this way the right approach, so
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