> -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 ==
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
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
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
> +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
This is using PUSHA and POPA without setting the NV_vertex_program3
option in the shader.
- Allan
> + 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));
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
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
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
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
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
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
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
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
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
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
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
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
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
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
> 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
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
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
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
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
> 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
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