Main sources of Wine complexity

2013-06-10 Thread Ivan
(short summary: why is emulation of Windows environment so difficult). First of all, my apologies if this is an off-topic question for this list but I hope it will be useful for others in the similar situation. I need to port fairly large WinAPI-heavy application to Linux. After some googling it

Re: [PATCH 01/12] d3d10: Fix a HeapFree() in d3d10_effect_Release().

2009-10-28 Thread Ivan Gyurdiev
ually looks a lot more like C# "as" operator than Java.ToString(). That's basically a safe cast, which returns NULL if the object is not of the type you're trying to cast. ...except that in C# it's a language operator that works on any pointer type. Ivan

Re: [5/6] WineD3D: Write the vshader footer in a separate function

2009-06-27 Thread Ivan Gyurdiev
make sense to have a more formal framework, where all instructions are tracked or maybe each backend requests which instructions it is interested to track? Ivan

Re: [3/5] wined3d: Only apply shader constants that changed.

2008-12-18 Thread Ivan Gyurdiev
> Henri Verbeet wrote: This looks like data structure design mixed with GL and shader code. I think it would be better if the data structure was in its own file, without any GL or D3D dependencies, and wined3d and other components could use it. - Ivan

Re: [4/5] wined3d: Use a bitmask to store which bool and int constants are set.

2008-12-02 Thread Ivan Gyurdiev
32 constants. Ivan

Re: mscvrt: updated use of pmode flag in _s_open - set permissions of thefile after it's been created.

2008-10-17 Thread Ivan Peevski
Thanks Dmitry, I'll update the patch (again) and resubmit it. This is my first time submitting a patch to wine, so still getting used with how things work ... thanks for the help and patience everyone :) ivan 2008/10/17 Dmitry Timoshkov <[EMAIL PROTECTED]>: > "Ivan Peevski

Re: [4/5] wined3d: Merge pshader_hw_map2gl() and vshader_hw_map2gl()

2008-09-23 Thread Ivan Gyurdiev
> This isn't the prettiest way to merge those functions, but it's a start Will you be cleaning this up further to get rid of the huge if-else ? I think at least all the MOV-specific stuff should go in its own instr. function. Ivan

Re: d3dx9: Implementation of D3DXGetVertexShaderProfile 2/2 try 4

2008-08-04 Thread Ivan Gyurdiev
turn "vs_2_a"; > +} Please re-check - the second condition is an assignment and always true. - Ivan

Re: [5/5] WineD3D: Make the MAC ARBvp implementation happy about ARL

2008-07-23 Thread Ivan Gyurdiev
t can be moved). There should also be a comment explaining what this ARL block is doing, and why (as part of "wined3d: Relative addressing offsets are limited to [-64; 63] in arb."). Ivan

Re: general question..

2008-07-21 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: > James Hawkins wrote: >>> context.c - same except in this case its just a return with noting >>> else.. >>> why do a goto why not just do the return? >>> >> >> This is probably ok to change. I can only imagine that the origi

Re: general question..

2008-07-21 Thread Ivan Gyurdiev
leanup needed at some later point. > The bigger question is why there is a huge if-else statement, and why this function is so large. Huge if-else statement = 2 sub-functions Shader dirty constants - do shader internals really belong here ? Ivan

Re: [1/10] WineD3D: Add extension information to the states

2008-07-16 Thread Ivan Gyurdiev
ery convincing. "It will compile several ms slower" is probably a better case to make, but at Init3D-time we probably don't care how fast it is. Ivan

Re: [1/10] WineD3D: Add extension information to the states

2008-07-15 Thread Ivan Gyurdiev
ndle the case where an extension would control replacing a group of states ? 2. Not necessarily relating to this patch, but in general I would be wary of trying to replace every if check with a pointer. Splitting on extension support is probably ok. Ivan

Re: [WineHQ][WWN] WWN 349

2008-07-13 Thread Ivan Gyurdiev
> Zachary Goldberg wrote: ... but did not spell check :) Granted, the movie quote is pretty funny, even if isn't spelled right. Ivan

Re: mshtml.dll:Add implementation of HTMLDocument_(Get|Set)Title

2008-07-09 Thread Ivan Sinitsin
В сообщении от Friday 04 July 2008 19:23:32 вы написали: > Ivan Sinitsin wrote: > > Changelog: > > mshtml.dll:Add implementation of HTMLDocument_(Get|Set)Title > > First of all it would be nice if you could add a test case for these. > Hi, I make test for HTMLDocument

Re: Pipeline separation preview

2008-07-05 Thread Ivan Gyurdiev
V extension, since now you have two pipeline replacements to test if the framework is sufficient or not. Ivan

Re: Crash in test d3d9:stateblock with warn+heap is a wine bug

2008-06-02 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: > Michael Karcher wrote: >> Does anyone knows whether the test has this been written buggy on >> purpose (some app does this), or it is by accident? >> >> > Probably the first one - I wrote the test with rather limited > understanding of

Re: Crash in test d3d9:stateblock with warn+heap is a wine bug

2008-06-02 Thread Ivan Gyurdiev
re was a specific application need driving this test. The intention was to test how the stateblock behaves under different event sequences - for example if the rendertarget is changed. I see the test is doing its job uncovering interesting behavior :) Ivan

Re: Time to revert bad commits?

2008-06-02 Thread Ivan Gyurdiev
namespace as global ones due to relative addressing. I assume this is done for performance reasons, is this correct ? I see your patch is special-case disabled in the case of relative addressing. Do we really want to support multiple constant loading code paths for performance savings ? Ivan

Re: How to phrase Wine's success rate

2008-05-25 Thread Ivan Gyurdiev
ectations with a rather low percentage number just means a lot of people won't even bother trying. Ivan

Re: How to phrase Wine's success rate

2008-05-25 Thread Ivan Gyurdiev
ht be full of bugs, but you don't point this out in your release announcement ). Ivan

Question about openning html document in new window

2008-04-21 Thread Ivan Sinitsin
Hello, I have a question. I make a patch, that fix problem with open html document in new window. I tested it on "MyIE 2" and it works. But I am not assured, whether it is possible to solve a problem in this way. What do you think about it? -- Sinitsin Ivan Index: dlls/shdocvw/

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-14 Thread Ivan Gyurdiev
omponents are more easy to manage - specifically in your case this should allow separate backends to be chosen per pipeline stage. It seems reasonable that these changes would be deferred until after 1.0. Ivan

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-12 Thread Ivan Gyurdiev
ater as we try to add new features using a particular extension, and we'll see a lot of functions that are just empty forwards to other "shader backends", since they don't support something themselves. Ivan

Re: tools: Add Spanish Translation to wine.desktop

2008-04-10 Thread Ivan Gyurdiev
> Name=Wine Windows Emulator I like the expanded version better: "Wine is not an emulator windows emulator". Should help clear up any questions people might have :)

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-21 Thread Ivan Gyurdiev
glsl pixel shader (you could use a different linker for other things). Why is the vertex/pixel linkage related to how you generated the vertex (or pixel) shader ? Does it matter if your shader was created from the fixed or programmable interface on the d3d-side in order to link it to the other one? How will geometry shaders fit into the picture ? Ivan

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-20 Thread Ivan Gyurdiev
7;s written now scales to GL3, D3D10, geometry shaders, and upcoming extensions. In that respect, it seems like a good idea to try an ATIfs backend now as a test of the underlying framework. Ivan

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-19 Thread Ivan Gyurdiev
Stefan Dösinger wrote: >> I'll get back to you on that later tonight, need to think about this >> some more - way late for work right now... (thanks to you!) >> >> However, yes, I think there needs to be distinction between a standalone >> shader concept, and a pipeline concept, which is concerned

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-19 Thread Ivan Gyurdiev
Stefan Dösinger wrote: > Am Mittwoch, 19. März 2008 07:46:07 schrieb Ivan Gyurdiev: > >> Why do you need to reroute the shader path through atifs to support an >> unrelated set of functionality (ffp replacement)? Isn't it possible to >> have an ffp_backend, and a

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-18 Thread Ivan Gyurdiev
t one based on what flags are set. Why do you need to reroute the shader path through atifs to support an unrelated set of functionality (ffp replacement)? Isn't it possible to have an ffp_backend, and a shader_backend (shader being the d3d shader), and you can implement both differently, with different APIs? Ivan

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-16 Thread Ivan Gyurdiev
Stefan Dösinger wrote: > Am Sonntag, 16. März 2008 15:00:49 schrieb Ivan Gyurdiev: > >> I don't quite understand why it's necessary to write ARB, GLSL, and NONE >> shader descriptors inside the ati_shader file. >> How will this infrastructure scale to a new s

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-16 Thread Ivan Gyurdiev
t explains how it works ? I very much like that backend-specific functionality ends up in the appropriate backend - as per patches 10, 11, and 14. However, it seems those patches stand on their own, independent of the rest of the patchset and this feature. Ivan

Re: d3dx9_36: Implements D3DXGetShaderVersion

2008-03-16 Thread Ivan Gyurdiev
1.0, 1.1, 2.0, 2.1, 3.0 ] , [ ps: 1.0, 1.1, 1.2, 1.3, 1.4, 2.0, 2.1, 3.0 ] , NULL, and an invalid token. You can see some binary shaders in the d3d9 tests. Ivan

Re: Wine Security Disclosure

2008-03-14 Thread Ivan Gyurdiev
#x27;s already in the user's files - saved passwords, crypto keys, personal data, financial files. The root stuff is not interesting at all, except as a means to get to the user's files. - Ivan

Re: Question about function "HTMLDocument_write"

2008-03-13 Thread Ivan Sinitsin
comment to your patch, this implementation is wrong. > I do not speak, that my patch better than yours or my patch is right. I only want to understand, why so occurs and where to look? > > Jacek -- Sinitsin Ivan

Question about function "HTMLDocument_write"

2008-03-11 Thread Ivan Sinitsin
On Monday the patch realizing this function has been accepted. It works perfectly, but hyperlinks do not work. If I makes this function that way: static HRESULT WINAPI HTMLDocument_write(IHTMLDocument2 *iface, SAFEARRAY *psarray) { HRESULT hres; VARIANT *pvar; IHTMLElement *pbody;

Re: Bugs fixed in 0.9.56

2008-02-23 Thread Ivan Gyurdiev
re lots of bugfixes... Ivan

problem with widl.

2008-01-18 Thread Ivan Sinitsin
>"); write_name(header, def); fprintf(header, "(p"); p=0; for (c=0; clpVtbl->"); write_name(header, def); fprintf(header,"("); fprintf(header,"%s",str); fprintf(header, ")\n"); What do you think about that? Sinitsin Ivan

Re: try2:winefile:Save font settings for registry

2007-12-20 Thread Ivan Sinitsin
В сообщении от Thursday 20 December 2007 15:28:32 вы написали: > "Ivan Sinitsin" <[EMAIL PROTECTED]> wrote: > > + if( RegQueryValueExW( hKey, reg_logfont, NULL, &type, > > + (LPBYTE) &logfont, &size ) != > > ERROR_SUC

Re: ENTER_GL and ActivateContext question

2007-12-13 Thread Ivan Gyurdiev
the "object oriented programmer" - I would hope every programmer thinks in terms of objects, even when writing C code. The GLSL backend wouldn't be available today if the shader compiler was still a big series of if statements. Ivan

Re: d3dx8 [patch 7/7] Implement D3DXMatrixTransformation

2007-11-21 Thread Ivan Gyurdiev
Any chance the formatting can be improved to include whitespace between blocks and proper indentation?

Re: wined3d: Enable clip planes with GLSL shader backend

2007-10-31 Thread Ivan Gyurdiev
> +if (use_vs(stateblock->wineD3DDevice) && > stateblock->wineD3DDevice->vs_selected_mode == SHADER_ARB) GLSL specific logic should go in glsl_shader.c. Please try to get away from writing code in terms of flags and if statements - use the OOP model. Backend-specific logic should be remove

Re: [5/5] WineD3D: Add sincos support to arb shaders

2007-09-27 Thread Ivan Gyurdiev
Stefan Dösinger wrote: > Am Donnerstag, 27. September 2007 02:57:01 schrieb Ivan Gyurdiev: > >> Aren't most of these 2.0 and 3.0 instructions ? >> What's the goal of adding them to ARB - you won't be able to implement >> full 2.0/3.0 support in ARB. >&

Re: [5/5] WineD3D: Add sincos support to arb shaders

2007-09-26 Thread Ivan Gyurdiev
Aren't most of these 2.0 and 3.0 instructions ? What's the goal of adding them to ARB - you won't be able to implement full 2.0/3.0 support in ARB. I think most of these were left unimplemented on purpose. Ivan

Re: try2:patch for sysparams.c

2007-08-30 Thread Ivan Sinitsin
В сообщении от Thursday 30 August 2007 12:44:15 вы написали: > Sorry, but purpose of your patch is unclear to me. In your changelog > field > you tell that "This patch does a font for the menu, statusbar and messages > dependent from logpixels" but as far as I know WINE already have correct

Re: [1/5] WineD3D: Fall back to drawStridedSlow if fog coords are used

2007-08-22 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Up to now we've been lucky that all the games requireing manual fog coords haven't used vertex buffers, thus we always went through drawStridedSlow. Make sure that the fog also works with vertexbuffers As for the rejected patches from yesterday, I've moved them back to t

Re: Direct3D 10 design considerations

2007-08-18 Thread Ivan Gyurdiev
H. Verbeet wrote: On 18/08/07, Roderick Colenbrander <[EMAIL PROTECTED]> wrote: From what I have seen GL3 is very different. It would be like maintaining a GTK and a QT backend in one library. They use very different calls (glBegin/glEnable and so are gone), need different WGL contexts and so

Re: [5/5] WineD3D: Implement high order patches

2007-07-07 Thread Ivan Gyurdiev
Stefan Dösinger wrote: There are other things too which could be moved, but I'm not sure if that would make the code more readable. One big function which does things step by step vs a few smaller functions which disturbs the readflow. All of this code pasted 3 times could probably benefit

Re: mentoring

2007-05-14 Thread Ivan Gyurdiev
What Stefan says about discussing patches is true--it helps if there's not a lot of debate around a patch. This quote should go down in the history of open source :) I hope the word you're looking for is "controversy".

Re: [5/5] WineD3D: Software vertex blending

2007-05-02 Thread Ivan Gyurdiev
nly modifying the first 16 will break: normal2, tangent, binormal, tessFactor, fog, depth, sample in the fixed pipeline case (true, I don't see these being used anywhere right now ...). Please leave writing of the strided data to the functions designed for this purpose. Ivan

Re: [3/20] WineD3D: Implement IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF

2007-04-24 Thread Ivan Gyurdiev
laration.c to list that person if it isn't done already. I was just curious... Ivan

Re: [2/2] wined3d: Remove usesFog flag from IWineD3DVertexShaderImpl

2007-04-12 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Honestly I do not really agree with getter methods like this inside WineD3D. Yes, they do hide the implementation details, namely how the flag is stored. Yes, they do encapsulate data, like the Object Oriented Programming model says. But honestly, how much use is it to do

Re: wined3d: Mark vertex shader 3.0 as foggy shaders if they write out the fog coord

2007-04-12 Thread Ivan Gyurdiev
Here is how this was meant to work at some point [ since I see all kinds of incorrect things being done ]: Entry point Code generation == Pixelshader Baseshader --- ARB backend Vertexshader ---

Re: wined3d: Mark vertex shader 3.0 as foggy shaders if they write out the fog coord

2007-04-12 Thread Ivan Gyurdiev
directly - there should be a function which looks inside the reg_maps, and code from other file should call that function (we are emulating OOP programming in C, so we should try to use encapsulation). Ivan

Re: [5/5] D3D9: Add a test for the converted vertex decl

2007-04-12 Thread Ivan Gyurdiev
tween sequential Get() calls ? Did you mention something about a driver bug causing this ? Ivan

Re: Allow enabling/disabling Direct3D usage of GLSL in Winecfg + update Czech locales for Winecfg

2007-03-28 Thread Ivan Gyurdiev
Vit Hrachovy wrote: Hi, according to thread 'WineCfg and DirectX options' at wine-devel, That thread was heading in the wrong direction... I'm proposing a patch for winecfg to allow enabling/disabling usage of GLSL for Direct3D applications rendering. Do you want to make it easy to configure

Re: WineD3D: Handle WINED3DSPSM_DZ and WINED3DSPSM_DW in texcrd in arb shaders

2007-03-24 Thread Ivan Gyurdiev
From b1df18be85d1ca6a9904be05420f975f6933b030 Mon Sep 17 00:00:00 2001 From: Stefan Doesinger <[EMAIL PROTECTED]> Date: Fri, 23 Mar 2007 19:03:58 +0100 Subject: [PATCH] WineD3D: Handle WINED3DSPSM_DZ and WINED3DSPSM_DW in texcrd in arb shaders Isn't there a function to handle modifiers? "ge

Re: WineCfg and DirectX options

2007-03-19 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Hi, implementing GLSL checkbox, OffScreenRenderingMode dropdown menu and VideoMemorySize textbox into winecfg would be easy. GLSL is OK IMO, because some drivers(*cough* macos *cough*) have serious problems with glsl. It could be included into the shader dropdown box.

Re: wined3d: Replace inline static with static inline

2007-03-17 Thread Ivan Gyurdiev
Why should "inline static" be replaced with "static inline". Does it improve compatibility with certain compilers? Also, does wine aim to be compliant with ANSI, C99, or somewhere in between (-gnu89)?

Re: DirectX 10 start as a SoC project?

2007-03-10 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Samstag 10 März 2007 19:39 schrieb Ivan Gyurdiev: Opinions? Suggestions? Sounds too easy...if it included something like "HLSL compiler", that would be another story. Also, you have to have a well-defined project to set completion criteria. &qu

Re: DirectX 10 start as a SoC project?

2007-03-10 Thread Ivan Gyurdiev
Opinions? Suggestions? Sounds too easy...if it included something like "HLSL compiler", that would be another story. Also, you have to have a well-defined project to set completion criteria. "starting the infrastructure" does not define when the project is complete.

Re: WineD3D: Blit the offscreen texture into the drawable if needed

2007-03-09 Thread Ivan Gyurdiev
This time cube texture support is added. Hopefully the coords are right, I had no test app for them. If not it should be easy to spot the very characteristic flipping of the image. I'm confused - you replaced a patch which had no support for cube maps, with one that has untested support for

Re: Shader instruction table whitespace cleanup

2007-03-09 Thread Ivan Gyurdiev
Kevin Wallerbos wrote: This formatting patch cleans up the spacing in the pixel/vertexshader instruction table, making it somewhat nicer on the eyes. The lines have become a bit longer than practical on standard resolutions, but that shouldn't be a problem as most lines were already too long. A b

Re: Tackling gdiplus?

2007-03-09 Thread Ivan de Jesus Deras Tabora
On 3/9/07, Huw Davies <[EMAIL PROTECTED]> wrote: On Thu, Mar 08, 2007 at 10:50:30PM -0800, Dan Kegel wrote: > An increasing number of apps need gdiplus.dll. > Seems like it's time for Wine to include it. Yes, absolutely. > Since Mono has implemented much of gdiplus already > ( http://www.mono-p

Re: Tackling gdiplus?

2007-03-09 Thread Ivan de Jesus Deras Tabora
So what would be the overall of the project? I'm interested in participating in this Google SoC, so this project sound interesting to me for this SoC 2007. Regards, Ivan On 3/9/07, Dan Kegel <[EMAIL PROTECTED]> wrote: An increasing number of apps need gdiplus.dll. Seems like it

Working on DIBEngine for SOC

2007-03-05 Thread Ivan de Jesus Deras Tabora
verything? Am I right? About the drawing code, I read that is possible to use the X11 code, also the ReactOS code and the old Transgaming DIBEngine (incomplete). Is that correct? Waiting for your comments and ideas. Regards, Ivan

Re: [2/3] wined3d: The texldl instruction takes 3 arguments

2007-03-02 Thread Ivan Gyurdiev
Changelog: - The texldl instruction takes 3 arguments Can the SW shader handlers be deleted now that the rest of the SW code is gone. They just get out of sync when you do things like this.

Re: [2/6] winex11.drv: Try to get an opengl visual with aux buffers

2007-02-28 Thread Ivan Gyurdiev
Something's wrong with this patch: it has more 2 nested if statements. I suggest early returns on negated condition, gotos, and subroutines to fix the problem :) I don't know if that patch wasn't applied because other patches of my patchset weren't applied, or because something is wrong with t

Re: [10/13] D3D9: Fix the circular converted vertex declaration reference

2007-02-20 Thread Ivan Gyurdiev
are This against convertedDecl from the device in IDirect3DVertexDeclaration9Impl_Release, rather than adding a convertedDecl flag to IDirect3DVertexDeclaration9Impl and setting / unsetting it? I think it makes things harder than it has to be. Also, afaik Ivan has some tests for the exact behavi

Re: [4/9] d3d8: Add an IDirect3DVertexDeclaration8 class to hold the wined3d vertex declaration

2007-02-13 Thread Ivan Gyurdiev
declaration. Excellent. I don't know if the implementation works, but the idea is certainly on the right track. This was done incorrectly to begin with, and also made it difficult to remove the dependency on d3d8/d3d9 includes (which I see you're on track to complete). Ivan

Re: comdlg32-colordlg fix bgcolor

2007-02-02 Thread Ivan Sinitsin
В сообщении от 1 февраля 2007 07:00 Dmitry Timoshkov написал(a): > "Ivan Sinitsin" <[EMAIL PROTECTED]> wrote: > > The patch corrects background color of a dialogue window " Choose color " > > at copying a triangular marker, the user colors and the predete

Re: D3D9: Implement IDirect3DDevice9::StretchRect

2007-01-10 Thread Ivan Gyurdiev
Stefan Dösinger wrote: This call can be handled fully by IWineD3DSurface::Blt. So where did the filter argument go.. there's 3 different filter types to support.

Humus Water demo vs FBOs

2007-01-08 Thread Ivan Gyurdiev
Here's a demo that breaks FBOs: http://www.humus.ca/3D/Water.zip Also download: http://www.humus.ca/3D/Framework2.zip You'll notice all the glClear calls fail [ or at least a lot of them ]. That's because the framebuffer is incomplete at that point - checkFBOstatus() should be called before gl

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

2007-01-07 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Samstag 06 Januar 2007 22:25 schrieb Ivan Gyurdiev: Stefan Dösinger wrote: Now that almost everything is gone from drawPrimitiveDrawStrided we don't need a subfunction for calling drawStridedSlow/Fast any longer I think while we're cleaning

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

2007-01-06 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Now that almost everything is gone from drawPrimitiveDrawStrided we don't need a subfunction for calling drawStridedSlow/Fast any longer I think while we're cleaning up things, all of software shaders should be removed. There's tons of code in drawprim and *shader.c

Re: [17/20] WineD3D: Vertex buffers can use the declaration from the device

2007-01-06 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Now that the decoded vertex declaration is put into the device with baseVertexIndex = 0, vertex buffers can just memcpy it instead of decoding it Here's an issue I see - isn't introduced by your patch, but I am just confused. In the vertex buffer code: if(device->

Re: [5/8] WineD3D: Readd the strided data trace

2007-01-03 Thread Ivan Gyurdiev
Stefan Dösinger wrote: I removed that call accidentally in one of my former patches, but I think it is still a good idea to trace the final strided sources used by drawprim You removed it from a d3d8 fixed function FVF-only codepath, and are adding it back into a shared codepath. That functio

Re: appdb rating inflation

2007-01-03 Thread Ivan Gyurdiev
Jan Zerebecki wrote: On Tue, Jan 02, 2007 at 07:00:20PM -0800, Dan Kegel wrote: I'd like to change this to make it clear that cracks are a no-no for anything Silver and above, and make Platinum and Gold rather more rigorous: I don't think that is helpful. What is more important: to kn

Re: [3/10] WineD3D: Move decoding the vertex declaration to the vertexshader state handler

2007-01-03 Thread Ivan Gyurdiev
Regarding the concern of storing the decoded strided data after finishing drawing: This is intentional, the decoded vertex declaration will remain valid after the draw is finished and the arrays loaded. Future draws can use it, if the state is not dirtified again. This sounds like a good id

Re: Resend: d3d9: fix failing tests on windows, when no 3d hardware acceleration is available

2007-01-02 Thread Ivan Gyurdiev
Louis. Lenders wrote: Hi, is there anything wrong with this patch? If so, could you please tell me what. Thx */"Louis. Lenders" <[EMAIL PROTECTED]>/* wrote: Hi, this patch should fix failing tests in d3d9, like you see for example here: http://test.winehq.org/data/200612231000/

Re: [9/16] WineD3D: Move decoding the vertex declaration to the device

2007-01-01 Thread Ivan Gyurdiev
+if (stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE && stateblock->vertexShader && + ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) +memcpy(&stateblock->wineD3DDevice->strided_streams, stateblock->wineD3DDevice->up_strided, s

Re: d3d9: Add a render target test

2006-12-20 Thread Ivan Gyurdiev
H. Verbeet wrote: On 20/12/06, H. Verbeet <[EMAIL PROTECTED]> wrote: This time as part of the device.c test. Changelog: - Add a render target test Use the attached patch instead, the previous version doesn't apply. This test really belongs in stateblock.c, along with every other set <--> g

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Ivan Gyurdiev
> - Mixing ARB and GLSL backends is pretty silly as well. Why? I believe you can e.g. perfectly mix GLSL vertex programs together with multitexturing setups. ARB as in ARB_vertex_program or ARB_fragment_program, I'm not sure what multitexturing has to do with it. You can't, for example, proper

Re: [3/8] wined3d: Create a separate function for sampling a texture

2006-11-27 Thread Ivan Gyurdiev
H. Verbeet wrote: On 27/11/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: H. Verbeet wrote: > There are a couple of instructions that have to sample from a texture, > right now most of them duplicate that code, and hardcode the texture > type. > > Changelog: > - Create

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Ivan Gyurdiev
- Software shaders currently simply don't work. If we do get software shaders it'll likely be vertex only. So, we should allow hardware pixel shaders, and software vertex shaders. I could see someone using software vertex shaders if he's got no hardware support for shaders, although it's ques

Re: [3/8] wined3d: Create a separate function for sampling a texture

2006-11-27 Thread Ivan Gyurdiev
H. Verbeet wrote: There are a couple of instructions that have to sample from a texture, right now most of them duplicate that code, and hardcode the texture type. Changelog: - Create a separate function for sampling a texture You should continue to use "add_param" or "get_register_name". There

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Ivan Gyurdiev
H. Verbeet wrote: Changelog: - Select the right shader backend when creating the device Imho there should be either ps_selected/vs_selected flags, or shader_backend flag, but definitely not both [ does not make sense ]. I'd opt for allowing different backends on pshader vs vshader. Maybe the

Re: [2/5] wined3d: Fix depth buffer formats to use actual depth textures

2006-11-17 Thread Ivan Gyurdiev
That's still missing runtime check for GL_ARB_DEPTH_TEXTURE extension. I don't like "developers only" and "registry key" - feature should be complete or not in the tree. > The trouble with the current setup is that we can't use different formats based on what extensions are present. Then the

Re: [3/5] wined3d: Make the offscreen render mode a registry setting

2006-11-17 Thread Ivan Gyurdiev
H. Verbeet wrote: On 17/11/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: H. Verbeet wrote: > On 17/11/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: >> This flag needs to be per adapter - should be added to device.c like the >> shader mode. >> > Well, the regi

Re: [3/5] wined3d: Make the offscreen render mode a registry setting

2006-11-17 Thread Ivan Gyurdiev
H. Verbeet wrote: On 17/11/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: This flag needs to be per adapter - should be added to device.c like the shader mode. Well, the registry setting is global. I'm not sure if it really makes sense to use different offscreen rendering modes fo

Re: [3/5] wined3d: Make the offscreen render mode a registry setting

2006-11-17 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: This flag needs to be per adapter - should be added to device.c like the shader mode. I meant the device structure. Also, the mode selection should include configuration and support detection - I think you're missing the support detection. Imho there should

Re: [2/5] wined3d: Fix depth buffer formats to use actual depth textures

2006-11-17 Thread Ivan Gyurdiev
H. Verbeet wrote: Two things to note here: - We use GL_DEPTH_COMPONENT24_ARB as internal format for 16-bit depth textures. This is needed because GL_DEPTH_COMPONENT16_ARB doesn't work with FBOs. - We don't properly support combined depth and stencil buffer formats yet. To support this properly

Re: [3/5] wined3d: Make the offscreen render mode a registry setting

2006-11-17 Thread Ivan Gyurdiev
This flag needs to be per adapter - should be added to device.c like the shader mode.

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-30 Thread Ivan Gyurdiev
Mirek wrote: Ok, i just found why is it not working with this patch, and why is it working without this patch. It is based on position of definition MOVA in vertexshader.c, if MOVA is on "after patch" position it is not working, but if i move line " {WINED3DSIO_MOVA, "mova", NULL, 1, 2, vshader_

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: Here is log with 3DMark running for about 3 seconds with patch and without, trace+d3d. http://www.czela.net/pub/Czela_Debian_2.5/mirek/wine/regression/3DMark03.tar.gz There's no mova instruction in that log. ...grep for mova, or for "unrecognized" o

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Ivan Gyurdiev
Here is log with 3DMark running for about 3 seconds with patch and without, trace+d3d. http://www.czela.net/pub/Czela_Debian_2.5/mirek/wine/regression/3DMark03.tar.gz There's no mova instruction in that log.

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Ivan Gyurdiev
Tom Wickline wrote: I see the same thing as Mirek, 3dmark03 is totally broken now. And yes I tested GLSL and ARB and before and after with the same results as his. So yes, this is a major regression :D When testing with the GLSL backend, can you please do a +d3d_shader trace, find the MOVA

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-28 Thread Ivan Gyurdiev
Mirek wrote: I tried it three times with same result. Can someone else test if 3DMark 2003 is working with latest wine? You shouldn't test if it's working now - test if it's working before the MOVA patch, and if it's not working after the MOVA patch [ no other patches in between ].

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-28 Thread Ivan Gyurdiev
The MOVA instruction is a 2.0 instruction, which cannot be fully implemented in ARB. However, the patch shouldn't have caused a regression - if you're seeing a black screen with GLSL also, that means another patch is responsible for this.

Re: WineD3D State management - going live(TM)

2006-10-24 Thread Ivan Gyurdiev
Can you describe what this would look like in detail I haven't thought it through in detail - just making sure you have. I think you're going in the right direction, as long as considering things other than render states in the design - won't bother you anymore, until I see some more of th

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