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

2007-01-18 Thread Christoph Bumiller
This also (partially) fixes the issue with NFS:MW where nothing except the menus appears to be draw when setting the Visual Treatment option to high. The scene is now visible, but its scaled down in the y direction and only covers about the top 2/3 of the screen ...

WineD3D: ProcessVertices

2007-01-16 Thread Christoph Bumiller
Henri Verbeet wrote: Well, you can't set a VBO as rendertarget directly, but you can copy the FBO data into a PBO, which you can bind as a VBO. That's pretty legitimate in OpenGL. But I was wondering how hard it would be to use something like that for ProcessVertices. Well, you would get the re

[15/20] WineD3D: Clean up drawprim a bit

2007-01-13 Thread Christoph Bumiller
Stefan Dösinger wrote: We will need software shaders for a correct implementation of IWineD3DDevice::ProcessVertices. It supports Vertex shaders, but I don't really think OpenGL feedback mode is what we want here. Maybe we should remove it for now, but keep the code somewhere(in the wiki maybe).

Re: [2/8] WineD3D: Catch NOP vertex declaration changes

2007-01-06 Thread Christoph Bumiller
Zitat von "H. Verbeet" <[EMAIL PROTECTED]>: Nah, it's correct that the refcounts are broken at the moment. What Stefan probbly meant was that we might as well remove refcounting completely from that fucntion. Then so should the AddRef/Release be removed from the StateBlock's Capture function

[2/8] WineD3D: Catch NOP vertex declaration changes

2007-01-04 Thread Christoph Bumiller
Yet the application (NFS:MW) page faults right at startup at the address of pDecl + 4 so something's amiss ... maybe this will get fixed automatically in one of the next patches or is due to some other weird thing that affects my sources (eh?) ... as long as no one else complains, lets leave it

[2/8] WineD3D: Catch NOP vertex declaration changes

2007-01-04 Thread Christoph Bumiller
Not performing the following: if (NULL != pDecl) { IWineD3DVertexDeclaration_AddRef(pDecl); } in IWineD3DDeviceImpl_SetVertexDeclaration(...) when state is being recorded (note the return that was added), seems to cause a page fault, at least in NFS: Most Wanted. Is it possible th

[4/4] wined3d: Create samplers for *all* 1.x instructions that sample

2006-12-28 Thread Christoph Bumiller
Note that WINED3DSIO_TEXDP3TEX, WINED3DSIO_TEXM3x3VSPEC, WINED3DSIO_TEXM3x3SPEC are already handled in the 2 else if branches below, they should probably be removed somewhere. @@ -295,8 +295,15 @@ HRESULT shader_get_registers_used( if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.h

Re: Re: ntdll/signal_i386.c: __wine_enter_vm86 issue

2006-12-13 Thread Christoph Bumiller
Zitat von Markus Amsler <[EMAIL PROTECTED]>: Christoph Bumiller wrote: I tried to run some DOS games with wine recently and since most of them crashed I would call this a success, since not ALL of them crashed :-). Winedos is far from a complete DOS emulation. Well, unfortunately

ntdll/signal_i386.c: __wine_enter_vm86 issue

2006-12-12 Thread Christoph Bumiller
I tried to run some DOS games with wine recently and since most of them crashed with a page fault I tried to find out why and so, examining the last function calls before faulting revealed that when __wine_enter_vm86 in signal_i386.c returns from res = vm86_enter(...) and encounters a VM