Re: winmm/tests: Don't complain for Wine drivers that allow multiple wave-out opens. (try 2)

2009-10-16 Thread Allan Tong
> -todo_wine ok(ret == MMSYSERR_NOERROR || broken(ret == > MMSYSERR_ALLOCATED), /* winME */ > - "waveOutOpen returns: %x\n", ret); > -if (ret == MMSYSERR_NOERROR) > +if (ret != MMSYSERR_NOERROR) > +{ > +todo_wine ok(ret == MMSYSERR_NOERROR || broken(ret ==

Re: d3d9: Don't release the parent device before destroying its children

2009-09-28 Thread Allan Tong
On Mon, Sep 28, 2009 at 10:51 AM, Henri Verbeet wrote: > 2009/9/28 Allan Tong : >> Note that this patch only changes d3d9. >> > Could you write one for d3d8 as well? Otherwise I'll send one tomorrow. Will do. - Allan

Re: [3/6] WineD3D: Handle SM 3.0 varyings in ARB

2009-06-17 Thread Allan Tong
On Wed, Jun 17, 2009 at 1:37 PM, Stefan Dösinger wrote: > +if(strcmp(rel_reg, "**aL_emul**") == 0) > +{ > +DWORD idx = ctx->aL + reg->idx; > +if(idx < 10) Seems like this should be MAX_REG_INPU

Re: [2/5] WineD3D: Implement loops with the NV extensions

2009-06-10 Thread Allan Tong
On Wed, Jun 10, 2009 at 6:45 PM, Stefan Dösinger wrote: > > Am 10.06.2009 um 15:20 schrieb Allan Tong: > >>> +    if(vshader) >>> +    { >>> +        struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; >>> +        struct list *e = li

Re: [2/5] WineD3D: Implement loops with the NV extensions

2009-06-10 Thread Allan Tong
> +if(vshader) > +{ > +struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; > +struct list *e = list_head(&priv->control_frames); > +struct control_frame *control_frame = LIST_ENTRY(e, struct > control_frame, entry); > + > +if(priv->loop_depth > 1) sha

Re: [2/5] WineD3D: Implement loops with the NV extensions

2009-06-06 Thread Allan Tong
This is using PUSHA and POPA without setting the NV_vertex_program3 option in the shader. - Allan

Re: [2/11] wined3d: Create a separate function for checking a format's FBO compatibility.

2009-03-27 Thread Allan Tong
> +            if (check_fbo_compat(gl_info, > gl_formats_template[src].glInternal)) > +            { > +                TRACE("Internal format of %s not supported as FBO target, > using render target internal instead\n", > +                        debug_d3dformat(gl_formats_template[src].fmt));

Re: [3/6] wined3d: The adapters array should be owned by IWineD3DImpl.

2009-03-11 Thread Allan Tong
On Wed, Mar 11, 2009 at 5:18 AM, Henri Verbeet wrote: > @@ -4051,10 +4097,11 @@ static void WINE_GLAPI diffuse_d3dcolor(const void > *data) >  static void WINE_GLAPI specular_d3dcolor(const void *data) >  { >     DWORD specularColor = *((const DWORD *)data); > +    GLbyte d[] = {D3DCOLOR_B_R(spe

Re: wined3d: Add code to cleanup device multistate_funcs

2009-01-09 Thread Allan Tong
On Tue, Jan 6, 2009 at 10:45 PM, Allan Tong wrote: > Second try, replaces both "wined3d: Fix a memory leak in > compile_state_table()" and "wined3d: Free multistate_funcs when > destroying the device" patches from yesterday. Anything wrong with this patch? - Allan

Re: wined3d: Fix a memory leak in compile_state_table()

2009-01-06 Thread Allan Tong
On Tue, Jan 6, 2009 at 5:51 AM, Henri Verbeet wrote: > 2009/1/6 Rico Schüller : >> Allan Tong schrieb: >>> Wrong pointer was being passed to HeapFree. >>> >>> - Allan >>> >>> >> Why did you remove these two lines? Was this your intentio

Re: GL_INVALID_ENUM errors with FBO

2008-07-26 Thread Allan Tong
On Sat, Jul 26, 2008 at 5:34 PM, H. Verbeet <[EMAIL PROTECTED]> wrote: > 2008/7/26 Allan Tong <[EMAIL PROTECTED]>: >> You could try the attached hack patch to see if it fixes the problem >> you're seeing. It completely ignores FBO cleanup, but it should avoid

Re: GL_INVALID_ENUM errors with FBO

2008-07-26 Thread Allan Tong
On Sat, Jul 26, 2008 at 3:39 PM, H. Verbeet <[EMAIL PROTECTED]> wrote: > 2008/7/26 Vitaliy Margolen <[EMAIL PROTECTED]>: >> So if we need to create an fbo for each thread, does that mean that >> everything needs to be rebound to it on the context switch? >> > It would mostly mean that apply_fbo_sta

Re: GL_INVALID_ENUM errors with FBO

2008-07-26 Thread Allan Tong
On Sat, Jul 26, 2008 at 1:48 AM, H. Verbeet <[EMAIL PROTECTED]> wrote: > 2008/7/25 Vitaliy Margolen <[EMAIL PROTECTED]>: >> So it seems the FBOs are created in one thread used there, then >> rebounding in the new thread leads to the crash. >> >> Any ideas how to fix this? Or what to try? >> > AFAIK

Re: [PATCH 14/15] wined3d: Add device->isInDraw checks in LoadLocation.

2008-04-07 Thread Allan Tong
On Mon, Apr 7, 2008 at 2:30 AM, Alexander Dorofeyev <[EMAIL PROTECTED]> wrote: > Oh, you are right. Must be fixed some other way then, I guess, maybe moving > assignment to isInDraw lower or moving ActivateContext higher. From what I > understood from Bioshock bug (http://bugs.winehq.org/show_bug.c

Re: [PATCH 14/15] wined3d: Add device->isInDraw checks in LoadLocation.

2008-04-06 Thread Allan Tong
On Sun, Apr 6, 2008 at 5:06 PM, Alexander Dorofeyev <[EMAIL PROTECTED]> wrote: > > Prevents calling ActivateContext while holding gl lock, e.g. when > preloading texture in sampler(). There may be a problem here with drawPrimitive, which calls LoadLocation before ActivateContext while having isIn

Re: [2/6] d3d9: Remove some test trace lines

2008-04-06 Thread Allan Tong
On Sat, Apr 5, 2008 at 5:18 PM, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > I think they're not needed any more now that the test works For what it's worth, this test fails for me with fbos. - Allan

Re: [PATCH 04/10] wined3d: Add ENTER_GL/LEAVE_GL in IWineD3DSurfaceImpl_Release.

2008-04-02 Thread Allan Tong
Perhaps the call to ActivateContext should be moved outside of the if block since there are other gl calls in the function. Then you could move the glDeleteRenderbuffers block before the gdi section and combine the ENTER_GL/LEAVE_GL blocks into one. - Allan

Re: [1/4 try 3] wined3d: Activate GL context before making any GL calls in stretch_rect_fbo

2007-12-21 Thread Allan Tong
On Dec 21, 2007 9:35 AM, H. Verbeet <[EMAIL PROTECTED]> wrote: > On 21/12/2007, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > Did you try your patches with the Deferred Shading sample from codesampler? > > http://www.codesampler.com/usersrc/usersrc_7.htm . It uses multiple render > > targets, so i

[1/4 try 3] wined3d: Activate GL context before making any GL calls in stretch_rect_fbo

2007-12-20 Thread Allan Tong
Third try, this time without the incomplete FBO error in the ddraw tests. With this set of patches, all D3D tests should pass with FBO offscreen rendering. - Allan From d8e8ac26c66f3c4b822604c2c634ad9f492da907 Mon Sep 17 00:00:00 2001 From: Allan Tong <[EMAIL PROTECTED]> Date: Thu, 13 De

Re: wined3d: Bind device framebuffer in ActivateContext

2007-12-17 Thread Allan Tong
On Dec 17, 2007 6:18 AM, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Am Samstag, 15. Dezember 2007 19:19:25 schrieb Allan Tong: > > Sorry for the late reply, your mail got stuck in my messy inbox :-( No problem. > > The second patch moves FBO draw buffer selection to Act

Re: wined3d: Bind device framebuffer in ActivateContext

2007-12-15 Thread Allan Tong
with FBO offscreen rendering. The newly added alpha blending test still fails in ddraw, but it still does better than without the patches. - Allan From 13aeb9d1a7d9593761a51912f4afd48c6c79d603 Mon Sep 17 00:00:00 2001 From: Allan Tong <[EMAIL PROTECTED]> Date: Thu, 13 Dec 2007 22:54:40 -0500 Subje

Re: wined3d: Bind device framebuffer in ActivateContext

2007-11-25 Thread Allan Tong
> The framebuffer setup should be merged with ActivateContext, but not by simply > setting the framebuffer to 0. Currently there are two issues: the one you are > seeing(the complaints from opengl), and multithreading issues. > > Parts of the code call ActivateContext before setting the fbo: In thi

Re: wined3d: Bind device framebuffer in ActivateContext

2007-11-25 Thread Allan Tong
On Nov 25, 2007 7:15 AM, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Am Sonntag, 25. November 2007 00:07:15 schrieb Allan Tong: > > Fixes failures in visual tests for ddraw and d3d8 when using FBO > > offscreen rendering mode. > > > > - Allan > This doesn

Re: [10/14] WineD3D: Implement the varying map

2007-11-06 Thread Allan Tong
On 11/6/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > +/* Don't do any register mapping magic if it is not needed, or if we > can't > + * achive anything anyway > + */ > +if(highest_reg_used < (GL_LIMITS(glsl_varyings) / 4) || > + num_regs_used >= (GL_L

shdocvw question

2007-11-03 Thread Allan Tong
The attached patch should fix the crash in bug #6120, but I'm afraid I don't understand enough to know if the patch is correct or not. The code that the patch removes was setting the client site pointer to NULL. A later dereference on that pointer causes the crash. I guess I don't understand why

Re: wined3d: Make sure GL context is created before binding FBO.

2007-10-09 Thread Allan Tong
On 10/9/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Am Dienstag, 9. Oktober 2007 04:18:29 schrieb Allan Tong: > > This patch moves the call to ActivateContext ahead of the opengl > > calls. This fixes a crash I was getting in the Bioshock demo where a > > newly

Re: Alexandre Julliard : ntdll: Remove assumptions that the subheap is at the beginning of the memory block .

2007-10-02 Thread Allan Tong
> ntdll: Remove assumptions that the subheap is at the beginning of the memory > block. In HEAP_CreateSubHeap, shouldn't the return value also be changed, e.g. return "&((HEAP*)address)->subheap" if a main heap was created? - Allan