Hi. I'm trying to set up a minimal implementation that will allow to run
Assasin's Creed III.
It uses these 2 functions:
dxgi.dll.CreateDXGIFactory1
d3d11.dll.D3D11CreateDevice
See http://bugs.winehq.org/show_bug.cgi?id=24517
I need an advice on how to implement CreateDXGIFactory1 without duplic
Hi. I'm trying to set up a minimal implementation that will allow to run
Assasin's Creed III.
It uses these 2 functions:
dxgi.dll.CreateDXGIFactory1
d3d11.dll.D3D11CreateDevice
See http://bugs.winehq.org/show_bug.cgi?id=24517
I need an advice on how to implement CreateDXGIFactory1 without duplic
Folks,
Now that the Mac driver is fully merged and all the bugs fixed (right?),
it's time to think about the next stable release. I would like to start
the code freeze after the next release cycle, so two weeks from now.
Hopefully, like last time we can keep the freeze period relatively
short, so
Wouldn't this cause applications which use winmm for waveout to be diverted
to ALSA as well? Maybe both drivers should be loaded side by side, with
winepulse handling everything but MIDI.
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
http://testbot.winehq.org/JobDetails.pl?Key=25724
Your paranoid android
I guess the only way to find out is sending a patch to wine-patches. It
would probably be acceptable, SetThreadStackGuarantee also returns true
while doing nothing.
By the way, this page might be more related to the function in question:
http://bugs.sun.com/view_bug.do?bug_id=4985566
(search for 'b
2013/5/27 Henri Verbeet
> On 27 May 2013 13:19, Christian Costa wrote:
> > Original ddraw/d3d used
> > the same format as d3drm until you changed it (as well as methods names).
> This is perhaps slightly bad form, but since you're pressing the
> point: Yes, and those were hardly the only things
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
http://testbot.winehq.org/JobDetails.pl?Key=25722
Your paranoid android
On 27 May 2013 13:19, Christian Costa wrote:
> Original ddraw/d3d used
> the same format as d3drm until you changed it (as well as methods names).
This is perhaps slightly bad form, but since you're pressing the
point: Yes, and those were hardly the only things that were wrong with
it.
> Since yo
This is not a good argument. By keeping the current format, it stays
consistent
with d3drm, d3dxof, quartz, strmbase, devenum, amstream, dinput, dplay,
direct music and d3dx9 in some extents and others. Original ddraw/d3d used
the same format as d3drm until you changed it (as well as methods names)
On 27 May 2013 11:14, Christian Costa wrote:
> So unless there is a global will to change traces (like LP stuff removal),
> that would be better to keep traces as they are for consistency with the
> rest of the code.
This makes it consistent with most other D3D code, like wined3d, dxgi,
d3d10core
2013/5/27 Henri Verbeet
> On 27 May 2013 09:49, Christian Costa wrote:
> >> -FIXME("(%p/%p)->(%s,%p): stub\n", iface, This, filename, Texture);
> >> +FIXME("iface %p, filename %s, texture %p stub!\n", iface,
> >> debugstr_a(filename), texture);
> >>
> >
> > Do you really need to change t
Thanks Nikolay and Alexandre, I will rewrite it and sent a improve version
later. :-)
On Tue, May 21, 2013 at 11:02 PM, Alexandre Julliard wrote:
> Jactry Zeng writes:
>
> > diff --git a/dlls/riched20/tests/test.txt b/dlls/riched20/tests/test.txt
> > new file mode 100644
> > index 000..e69d
On 27 May 2013 09:49, Christian Costa wrote:
>> -FIXME("(%p/%p)->(%s,%p): stub\n", iface, This, filename, Texture);
>> +FIXME("iface %p, filename %s, texture %p stub!\n", iface,
>> debugstr_a(filename), texture);
>>
>
> Do you really need to change the way traces are displayed?
>
Yes, you
Le 27/05/2013 09:22, Henri Verbeet a écrit :
---
dlls/d3drm/d3drm.c | 20
dlls/d3drm/frame.c | 22 +++---
dlls/d3drm/meshbuilder.c | 14 +++---
dlls/d3drm/tests/d3drm.c | 16
include/d3drm.h | 4 ++--
inclu
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