Ok I went back blew away my git tree and got the latest one out there...
I then did one patch apply using one of my patches... and started rethinking
the way
I was doing? drawStridedSlow. Looking further into the code I found there was
another
function further down that did the switch but it was
This sounds like a segment / Boundry issue... how far up does it repeat this
action? or have you tried??? is it an even number of blocks that the error does
not occur?
Chris
-Original Message-
From: Martin Profittlich <[EMAIL PROTECTED]>
To: wine-devel@winehq.org
Sent: Wed, 10
Is there any documentation on the wine site how to set this up stefan??? It
may be a start to what I am thinking.
chris
-Original Message-
From: Stefan Dösinger <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Cc: wine-devel@winehq.org
Sent: Wed, 10 Sep 2008 11:32 am
Subject: RE
Ok thanks... so its safe to ignore which is what I was wondering =)
Chris
-Original Message-
From: Damjan Jovanovic <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Cc: wine-devel
Sent: Tue, 9 Sep 2008 1:01 am
Subject: Re: socket errors...
On Tue, Sep 9, 2008 at 5:03 AM, Chr
couldn't you instead when the patchwatcher takes the patch it assigns it a
patch # and require if there is a patch dependency? that the person put into a
comment REQ_PATCH: 123456,15456, etc.. ? That way when a diff is done for the
patch it would appear in the patch diff?
Then patchwatcher woul
While looking at bug 13335 ( http://bugs.winehq.org/show_bug.cgi?id=13335)
which is An ATI and wine bug.
I noticed something in one of the updates :
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=462715
Now this set me to searching as I really didn't like the idea of wrapping the
libGL call
yes I am looking at the shaders... and am noticing something as well in the
traces... some reason when it goes to ask how much memory to use...
on my machine it thinks it only has 16mb of texture memory.. when the laptop
has 256mb of video ram...? if you look in device.c the pixel shader fails
a
I have finally tracked this down and have the patch for an unhandled exception
error.
The error occurs in? provider.c in routine :
static HRESULT DXDiag_InitDXDiagDirectShowFiltersContainer(IDxDiagContainer*
pSubCont) which is in provider.c in dxdiagn dll.
I won't post the whole routi
-Original Message-
From: Lei Zhang <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Cc: wine-devel@winehq.org
Sent: Tue, 1 Jul 2008 11:34 am
Subject: Re: Possible issue with win.c and help
On Mon, Jun 30, 2008 at 9:05 PM, Chris Ahrendt <[EMAIL PROTECTED]> wrote:
> Ok in my ev
on the patch list...
The first patch is for a bug I tracked down in context.c that is causing some
of the behavior that wine is having with the ATI graphics driver.
The second patch? was something I noticed in the code as well that looked a
little off which also relates to the way iPixel shade
Thank you so much for being patient and showing me how to do this.. with much
help from everyone here is what the results are :
Patch 1 :
File : wine-1.0/dlls/wined3d/context.c
--- context.c??? 2008-06-26 13:52:57.0 -0400
+++ context.c.patch1??? 2008-06-26 15:19:15.0 -0400
@@ -1
I am sorry everyone for the spam =)
been awhile since I developed stuff, been so used to designing things? =)
here in all its glorry is the diff -u context.c context.c.new > diff.txt file
I couldnt get the -c option to work so here is just the -u
--- context.c??? 2008-06-26 13:52:57.0
ok sorry for cutting and pasting the whole routine.. did not see to do just the
diff ...
(give the old guy a break.. I am an architect now not a programmer )
here is the diff :
119d118
<
122d120
adapter->cfgs;
124,125c122,124
WineD3D_PixelFormat *cfgs = This->adapter->cfgs;
> BOOL exa
Has anyone looked at the changes put on the list for context.c? Just had not
heard anything..
I assume it is because I am new and all but still...just trying to help per the
request on the wine site =)
chris
the code is in :
wine-1.0/dlls/wined3d/context.c
here is the changed code :
/* This function takes care of WineD3D pixel format selection. */
static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers,
Ok I have been wandering around the code in context.c and have found a few
things that I have opened a bug on (14000)
but in further looking in context.c
if I comment out the lines between 237 and 245 wine seems to continue
working better infact? (I no longer get no iPixel errors using win
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