On Apr 14, 2010, at 1:48 PM, Matijn Woudt wrote:
>> I think you want to test if the compiled shader works instead of the
>> exact bytecode. Generating the same bytecode is probably way too hard,
>> fragile to test, and most likely not worth the effort.
>
> I think I should go for exact bytecode a
On Dec 29, 2009, at 2:37 PM, Henri Verbeet wrote:
> 2009/12/29 Jason Green :
>> commit 317da09400946ca9f97361a47a227595c5bedfe3
>> Author: Eric van Beurden
>> Date: Tue Dec 29 12:35:03 2009 -0500
>>
>>Make sure the ClientPointers flag isn't set in
We both work for TransGaming, and these patches are officially from the company.
On Dec 17, 2009, at 4:22 PM, James Hawkins wrote:
> On Thu, Dec 17, 2009 at 1:19 PM, Jason Green wrote:
>> Sorry, should have copied Eric van Beurden on this earlier. His name &
>> email are
Sorry, should have copied Eric van Beurden on this earlier. His name & email
are in the patch on the From: line.
On Dec 17, 2009, at 4:07 PM, James Hawkins wrote:
> On Thu, Dec 17, 2009 at 12:56 PM, Jason Green wrote:
>> Yeah, I was just forwarding this from one of our o
Yeah, I was just forwarding this from one of our other internal developers. I
just went back and noticed that he had a note here which said, "This patch
isn't really necessary, and could be left off the submission to WineHQ."
:-)
On Dec 17, 2009, at 3:46 PM, Juan Lang wrote:
> Hi Jason,
>
>
On Fri, Jun 5, 2009 at 6:21 AM, Alexandre Julliard wrote:
> Jason Green writes:
>
>> @@ -4265,6 +4265,24 @@ static INT HTTP_GetResponseHeaders(LPWININETHTTPREQW
>> lpwhr, BOOL clear)
>> }
>> }while(1);
>>
>> + /* make sure the respon
On Tue, Apr 1, 2008 at 5:45 AM, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Am Dienstag, 1. April 2008 07:20:44 schrieb Jason Green:
> Did you take a look at the various capability flags? I think the test as you
> submitted it is correct for dx9 level cards and drivers, but
On Jan 23, 2008 3:38 PM, Eric Pouech <[EMAIL PROTECTED]> wrote:
> Jason Green a écrit :
> thanks for the sample files
> how does this patch solve the issue ?
> A+
>
> diff --git a/include/wine/mscvpdb.h b/include/wine/mscvpdb.h
> index 58627c0..8a22dfd 100644
> --- a/
ote:
> On Jan 23, 2008 8:14 AM, Jason Green <[EMAIL PROTECTED]> wrote:
> >
> > The attached archive contains 4 files:
> > - 'emptyTest.exe': the optimized release build executable linked to
> > 'emptyTest.pdb'. This should crash.
> > - '
On Jan 22, 2008 4:00 PM, Eric Pouech <[EMAIL PROTECTED]> wrote:
> Jason Green a écrit :
> > Re-responses from Eric van Beurden:
> >
> >
> >> hmm I still don't get how, in a generic way symbols could overlap
> >> the only think I could come up wi
Re-responses from Eric van Beurden:
> hmm I still don't get how, in a generic way symbols could overlap
> the only think I could come up with if when static functions get
> automatically inlined by the compiler, but that's rather a different
> story (as I'd suspect the inlined function to be a sin
Eric, below are the responses from Eric van Beurden, who wrote the
patch. I merely split it up and removed a bunch of traces for
submission to WineHQ. The problem is that all of our changes were
done initially in just a couple of huge commits during the initial
import of dbghelp instead of nice,
vited to respond to these types of
articles and point them to our website and PR department. To my
knowledge, I don't believe that these authors attempted to contact us
prior to writing their articles.
> That ought to calm the waters.
>
Nah, this is the Internet... there's always a storm brewing somewhere. ;-)
Jason Green
Developer, TransGaming, Inc.
ineHQ.
There haven't been many recently since most of those components aren't
heavily used by games. One of my roles at TransGaming is to make sure
that patches to our LGPL'd folders make their way back here.
Jason Green
Developer, TransGaming, Inc.
On 6/18/07, Damjan Jovanovic <[EMAIL PROTECTED]> wrote:
only appear in +snoop, not in +relay. And is there a way for a builtin
DLL to LoadLibrary() the native DLL of the same name and call
functions in it? It would be very useful in narrowing down the bug.
You can definitely use LoadLibrary()
On 4/18/07, H. Verbeet <[EMAIL PROTECTED]> wrote:
On 18/04/07, Jason Green <[EMAIL PROTECTED]> wrote:
> Original author: Mark Adams, TransGaming Technologies.
>
Why are you the one submitting this then, using a private mail
address? (Are you even allowed to, for that matt
On 8/2/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
On 02/08/06, Tom Wickline <[EMAIL PROTECTED]> wrote:
> > As for 3DMark 05 and 06, they don't seem to think we support Pixel Shader
2.0,
> > even when using GLSL, so I'm not sure how valuable those would be to
> > benchmark in that state.
I've come
The SkinnedMesh sample from the dx8.1 sdk is broken in shader mode,
but you have to change the caps to get anything to show up.
In directx.c, I set MaxVertexBlendMatrices to 4 and
MaxVertexBlendMatrixIndex to 0 (to match to caps of my machine in
Windows), then launched the sample and switched to
the Settlers 2 demo were failing due to accessing too many
constants.
(Settlers 2 still doesn't render correctly due to not supporting
multiple render targets, but that should be the last major roadblock
for it)
On 7/28/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
On 28/07/06, Jason Gr
On 7/26/06, Frank Richter <[EMAIL PROTECTED]> wrote:
I thought more along the lines of "flip result.position.y", not changing
the MVP matrix.
I just sent a patch to wine-patches do just that. I thought that the
broken character models would have been a related issue, but that is
apparently n
Well, we discussed a few different ways of handling this, and here are
the results:
1) We can flip the texture we get from the framebuffer in
Device_LoadTexture. Getting images from the back framebuffer always
are upside down, so we'll need to manually flip it before setting it
as the next rende
On 7/25/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
Can't we just correct the texture coordinates / start writing the
surface contents at the bottom? Also, if we use EXT_framebuffer_object
instead, we probably won't have to use glCopyTexImage in the first
place.
No idea, but that's the type of a
On 7/25/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
Can we flip around the y axis in the shader?
It's not quite so easy. At the moment in the case w/o shaders, we
multiply the WORLDVIEW and/or PROJECTION matrices by a matrix that
flips the y axis on the whole matrix, like so:
1 1 1 1 1
I've spent a couple of days researching the issue of
broken/upside-down character/object models in Wine in almost all newer
games when you have vertex shaders enabled (Civ4, Half Life 2,
Oblivion, Max Payne 2, etc.). I think I've boiled it down to a single
case: When "device->renderUpsideDown" i
I was getting ready to argue with you this point, but you made a
comment on IRC that changed my mind: "I thought the idea was to
support the full range of the hardware". And, you're right. :-)
So, please ignore this patch for now - I'll re-work it over the
weekend and resubmit.
On 7/21/06, Iv
On 7/21/06, Chris <[EMAIL PROTECTED]> wrote:
On Friday 21 July 2006 11:19, Jason Green wrote:
> + /* Calculate reflection vector (Assume normal is normalized): RF =
2*(N.E)*N -E */
> + shader_addline(buffer, "tmp0.w = dot(vec3(tmp0), %s);\n", src1_str);
> + shader_addli
On 7/19/06, Dan Kegel <[EMAIL PROTECTED]> wrote:
Hi Luc,
I know of no issues (other than that this would restrict you to running on x86,
but perhaps that's not an issue for you).
I don't think anyone's done it before, but I could be wrong.
On 7/19/06, Luc-Eric Rousseau <[EMAIL PROTECTED]> wrote:
On 7/19/06, James Hawkins <[EMAIL PROTECTED]> wrote:
make[2]: Entering directory `/home/jhawkins/wine/dlls/wined3d'
...
gcc -c -I. -I. -I../../include -I../../include -I/usr/X11R6/include
-D__WINESRC__ -D_REENTRANT -fPIC -Wall -pipe -fno-strict-aliasing
-gstabs+ -Wpointer-arith -g -O2 -o direc
On 7/7/06, Jason Green <[EMAIL PROTECTED]> wrote:
On 7/1/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
Half Life 2, on the other hand, won't launch the level after the patch
(at least with pixel shaders enabled). I've attached the d3d_caps
logs grepped for "CheckDe
On 6/28/06, Jesse Allen <[EMAIL PROTECTED]> wrote:
Hi Henri,
You latest round of wined3d patches fixed the blending problem in SW
Battlefront including blocky text. Now I can properly aim at targets.
:)
Yes, Henri, thanks again for this patchset. A *lot* more works now
because of it. :-)
Go
On 6/25/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
The way opengl states are managed in wined3d at the moment is a bit messy and
inefficient.
Agreed. :-)
* Brute force applying opengl states is likely to re-set the old state
unnecessarily. Opengl does not assure that redundant calls are
http://source.winehq.org/git/?p=wine.git;a=commit;h=2122026713baa318093181607db79d7577f728e9
This patch breaks most of the DirectX 8 SDK Direct3D samples
(Billboard, ClipMirror, Cull, etc.). It seems like most of the
samples that use Shaders work fine, but those that don't are broken
(misplaced
On 6/19/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
Does the windows box support shader model 3.0 ? The reason I keep asking
about this is that MSDN talks about a ' pre-3.0' driver and a 3.0 driver,
and I wanted to see if behavior was different.
Just tested on my primary machine which has an N
On 6/15/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
Hi, I'm attaching test, which demonstrates incorrect behavior of SetFVF
and SetVertexDeclaration.
Windows converts one to the other and backwards (at least partially),
and we do not such thing - this breaks at least 2 demos (dx9_hlsl_*)
I'm po
On 6/13/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
On 13/06/06, Raphael <[EMAIL PROTECTED]> wrote:
> I only have one question:
> i see you have a cache to reuse prgid in set_glsl_shader_program but what
> happens if user/app change the shaders content (for example using
> SetFunction) ? your pre
On 6/9/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
Is making the distinction between rgba and xyzw really needed? xyzw /
rgba / stpq should be equivalent and the distinction is mostly for
readability if you know the variable type. However, since you can't
decided that purely based on whether someth
/wine/civ4_glsl.png
compared to:
http://cmhousing.net/wine/civ4_ingame2.png
and
http://cmhousing.net/wine/civ4_3.png
with current git and using regular ARB shaders.
So, we at least know that this is going to help. :-)
On 6/8/06, Jason Green <[EMAIL PROTECTED]> wrote:
The current cumulati
The current cumulative patch is located here:
http://cmhousing.net/wine/glsl_cumul.diff
(This includes the recently submitted "Split constant loading out of
drawPrim()" patch, which hasn't been applied to git yet)
Before submitting, I plan to fix the following things:
- Fix relative addressing
On 6/6/06, Jason Green <[EMAIL PROTECTED]> wrote:
I'll add a section to the DirectX-Shaders wiki page with an
explanation soon, as well as make the comments in the source code more
verbose (and/or link to the wiki where applicable).
FYI - I just added a bunch to this page to get
On 6/6/06, Mike Hearn <[EMAIL PROTECTED]> wrote:
On Sun, 04 Jun 2006 12:04:21 -0400, Jason Green wrote:
Re: the recent discussion on code commenting and documentation, it'd be
nice if the patch explained this somewhere. It'd be even nicer still if at
some point one of you guys co
On 6/4/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
+/* Declare textures samplers */
+for(i = 0; i < /*This->baseShader.limits.texture */ 4; i++) {
+//if (reg_maps->texcoord & (1 << i))
+shader_addline(buffer,"uniform sampler2D mytex%lu;\n", i);
+}
What's the pro
On 6/3/06, Phil Costin <[EMAIL PROTECTED]> wrote:
Hi Jason,
Can you just clarify for my why you are changing the D3DVS_VERSION() and
D3DPS_VERSION() to 3.0 for SHADER_ARB in the caps section of directx.c?
Sorry, that snuck in. There are some 2.0 shaders that can be handled
by ARB already, so
Well, I've fixed the speed issues with using GLSL (it's now just as
fast as ARB shaders for the ones that actually work correctly) and
gotten a few other things to work correctly. However, I'm still
having issues with certain pixel/vertex shader combinations. Ohsix
caught on that it may have to
On 6/3/06, EA Durbin <[EMAIL PROTECTED]> wrote:
This problem in MSI spans a multitude of bugs.
ATI demo(Rendering With Natural Light ) - bug # 4712?
I noticed yesterday that just about every ATI Demo had similar
installer problems. Just try a few from here if you need some quick
test cases:
I'm working on the conversion from DirectX pixel and vertex shaders to
GLSL function and have made a good bit of progress this weekend. At
the moment, I'm able to run just about every simple vertex shader
(version <= 1.4, and a few 2.0's) that I can find which already works
on ARB_vertex_program
On 5/25/06, Roderick Colenbrander <[EMAIL PROTECTED]> wrote:
This patch will dynamicly load the needed GL_ARB_multitexture functions, adds
the needed function prototypes and defines to wined3d_gl.h and gets rid of a
GL_VERSION compile check. The patch also removes a few lines of code in
drawp
my stuff at pastebin. :-)
None of this code changes anything for the end-result
ARB_vertex/fragment_program. It only generates GLSL if you have this
regkey:
HKLU\Software\Wine\Direct3D\UseGLSL = "enabled"
>From nobody Mon Sep 17 00:00:00 2001
From: Jason Green <[EMAIL PROTECT
On 5/18/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
On 18/05/06, Jason Green <[EMAIL PROTECTED]> wrote:
+/* We will check for errors later when we try to use the program */
Lets not do that. Assuming you're talking about inside
drawPrimitiveDrawStrided, that's goi
On 5/18/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
> +/* Create the uniforms (aka constants) */
> +shader_addline(&buffer, "uniform vec4 C[%u];\n",
This->baseShader.limits.constant_float);
> +/* TODO - Add varyings, attributes, etc. */
> +
Shouldn't this go into the "g
On 5/10/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
I think it would be best not to have USING_GLSL checks at several
different places in the code. The function signatures are the same, so
it wouldn't be that hard to just pass a pointer to the correct
function.
True, it could be combined better
On 5/9/06, Marco Eminente <[EMAIL PROTECTED]> wrote:
Thanks to suggestions from Vitaliy Margolen, Neil Skrypuch and Scott
Ritchie I downloaded and manually installed 32 bit libraries
I've found that the only truly clean way to build Wine in Ubuntu AMD64
is to use a chroot environment. Google o
On 5/8/06, Aric Cyr <[EMAIL PROTECTED]> wrote:
Out of curiosity, is anyone working on a HLSL->GLSL compiler? This seems like a
large, non-trivial part of shader model 3 that would be required for Wine to
properly implement HLSL.
At the moment, the d3d9x_##.dll files are shipped with games and
On 5/5/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
I think we should do the opposite, and get rid of the one that's already
there.
The shader output is already produced once by the addline traces, and
they're better because (1) they have proper trace prefix, and (2) they
show you the line numb
On 5/5/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
Merging things between pixel and vertex shaders is the right idea, but
we need to think about supporting multiple output targets as well -
arbfp/arbvp vs glsl. Any shader_addline() being called is output target
specific.
Yes, you are correct,
On 5/4/06, Raphael <[EMAIL PROTECTED]> wrote:
Only one "technical thing", how you expect to determin if you need GLSL or if
ARB_vertex/ARG_fragment is suffcient ?
1 - always use GLSL when available, else try ARB compat code ?
2 - try to use ARB when possible, else switch to GLSL ?
3 - choos
Quite a few of us in #winehackers have been discussing and working on
pixel and vertex shaders for the last month or so. However, due to
time zone differences, we don't always get to participate in the
discussions, so it's tough to keep track of who's doing what and what
the real game plan is. S
On 4/13/06, Christoph Frick <[EMAIL PROTECTED]> wrote:
> License: LGPL
> ChangeLog:
> 2006-04-12 Christoph Frick <[EMAIL PROTECTED]>
>* dlls/wined3d/device.c
>move traces into D3DFmtMakeGlCfg and fix FIXME for depth/stencil
>buffer "not found"
Part of this is already in my
On 4/10/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
> Map:
>
> D3DFMT_L16 -> GL_LUMINANCE16_EXT
> D3DFMT_A16B16G16R16 -> GL_RGBA16_EXT
> as Raphael suggested.
Assuming this mapping is correct, you should also add these formats here:
http://source.winehq.org/git/?p=wine.git;a=blob;h=056c6fb76dd77
On 4/4/06, Raphael <[EMAIL PROTECTED]> wrote:
> On Tuesday 04 April 2006 12:48, Ivan Gyurdiev wrote:
> > The F.E.A.R and BF2 demos crash immediately after complaining about:
> > fixme:d3d:D3DFmtGetBpp Unhandled fmt(36,WINED3DFMT_A16B16G16R16)
> > fixme:d3d:debug_d3dformat Unrecognized 81 D3DFORMAT!
On 4/4/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
> I think the first thing you should do, is to verify that it's the call
> to glDrawElements() that's generating the errors. glGetError just
> check if an error flag is set, but if an error flag is set it doesn't
> neccesarily mean the call right bef
I may be barking up the wrong tree here, but I'm trying to debug the
cause of a 502 error ( GL_INVALID_OPERATION ) from glDrawElements() in
drawprim.c (line 1251). This is for Civilization 4 using both
hardware vertex & pixel shaders. I've only noticed this error when it
is passed GL_TRIANGLES wi
On 3/29/06, Dr J A Gow <[EMAIL PROTECTED]> wrote:
> I was interested to read several comments on this list in respect of such
> comments as 'IQ of zero'. Such comments were the final straw in leading me to
> take this action.
Thank you. It sometimes takes a thick skin to ignore the petty and
chil
On 3/27/06, Segin <[EMAIL PROTECTED]> wrote:
> Due to the current state of Wine, plus it's archjitechure, Even if a
> virus was found, it is much easier to remove.
>
> If the virus is a memory-resident kind, you can do pkill -9 wine as root
> or your user and shut down ile essentially killing said
On 3/11/06, Tony Lambregts <[EMAIL PROTECTED]> wrote:
> In simple terms we get WineTools to query the AppDB with an application name
> (ie
> somename.exe) and we return a list of applications for the user to choose from
> and the after the user selects the program WineTools gets the appropriate
>
On 3/8/06, Axel Huizinga <[EMAIL PROTECTED]> wrote:
> Did anybody get DXImageTransform.AlphaImageLoader working
> to render transparent png in IE on wine?
If I recall correctly, transparent .PNG's don't even work in IE on
Windows (at least until the upcoming IE7.0).
On 3/8/06, Willie Sippel <[EMAIL PROTECTED]> wrote:
> [...]
> I also build Wine on an amd64 system (running gentoo/ amd64), no problems. But
> there's one thing I noticed a while ago: Wine continues to compile and
> install even if some of the DLLs won't compile. I had this a few times in the
> pas
While running Quickbooks Pro 99, WINE would crash every time I changed
an existing transaction and clicked "Next" or "Prev", then answered
Yes to save changes. It gave the following error:
X Error of failed request: BadMatch (invalid parameter attributes)
Major opcode of failed request: 59 (
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