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Am 2013-10-08 12:06, schrieb Henri Verbeet:
> On 8 October 2013 00:27, Stefan Dösinger
> wrote:
>> diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
>> index 52eac16..eb8ca7e 100644 --- a/dlls/wined3d/surface.c +++
Am 04.10.2013 um 17:15 schrieb Henri Verbeet :
> I guess that makes it ok in practice, but I'd still feel happier about
> this kind of patch if we actually enforced resource access flags
> first. (At which point you could also just check the access flags
> instead of the pool.)
My plan is to enfor
Am 04.10.2013 um 15:51 schrieb Stefan Dösinger :
> No codepath in wined3d_surface_blt will attempt to load a sysmem surface into
> a texture. fbo_blit_supported returns FALSE if src or destination are in
> sysmem, and so do arbfp_blit_supported and surface_blt_special. Color fills
>
Am 04.10.2013 um 15:28 schrieb Henri Verbeet :
> On 4 October 2013 15:02, Stefan Dösinger wrote:
>> Client storage only applies to GL textures, which won't be created for
>> sysmem surfaces.
>>
> I don't think that's necessarily true at the mome
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Am 2013-10-03 16:05, schrieb Henri Verbeet:
> I don't think this patch makes sense before you actually unify the
> location management. In particular, after this patch you'd have
> location management in resources that really only does anything
> for
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Am 2013-10-03 21:45, schrieb Henri Verbeet:
> On 3 October 2013 21:16, Lasse Rasinen wrote:
>> According to debugging output, Artemis Spaceship Bridge Simulator
>> 2.0 calls LockRect twice on the same texture (for whatever
>> reason) and crashes.
>>
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Am 2013-10-03 13:45, schrieb Henri Verbeet:
> On 3 October 2013 13:22, Stefan Dösinger
> wrote:
>> Will be updated as well. See
>> http://www.winehq.org/pipermail/wine-devel/2013-October/101575.html
>>
>>
for the surf
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Am 2013-10-03 13:14, schrieb Henri Verbeet:
> On 3 October 2013 13:08, Stefan Dösinger
> wrote:
>> --- dlls/wined3d/volume.c | 46
>> +-
>> dlls/wined3d/wined3d_private.h |
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Am 2013-09-27 14:19, schrieb Henri Verbeet:
> Perhaps, I'm not sure. For that kind of comment to be useful it
> should have a clear set of implications, and I'm not sure it has
> that until we work out the details of the multi-threaded
> implementation
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Am 2013-09-27 00:15, schrieb Henri Verbeet:
> -swapchain->swapchain_ops->swapchain_present(swapchain,
> src_rect, dst_rect, dirty_region, flags); +
> wined3d_cs_emit_present(swapchain->device->cs, swapchain,
> src_rect, +dst_rect, dst_w
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Am 2013-09-23 17:31, schrieb Stefan Dösinger:
> Am 2013-09-23 17:29, schrieb Henri Verbeet:
>> On 23 September 2013 13:29, Stefan Dösinger
>> wrote:
>>> Note that Windows drivers disagree on which format they
>>>
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Am 2013-09-23 17:29, schrieb Henri Verbeet:
> On 23 September 2013 13:29, Stefan Dösinger
> wrote:
>> Note that Windows drivers disagree on which format they support.
>> Nvidia has V16U16, AMD supports Q8W8V8U8, at least on r200. I
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Am 2013-09-17 17:12, schrieb Henri Verbeet:
> The point is that the distinction you're making here between
> volumes and everything else is a bit arbitrary, and I think this
> patch as it is will make it more work rather than less to move
> towards hav
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Am 2013-09-17 13:55, schrieb Henri Verbeet:
> I don't like this approach much. I think we should either do the
> right thing right away and have separate flags for each GL resource
> type (i.e., vertex/index buffers, renderbuffers,
> 1D/2D/3D/CUBE/RECT
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Am 2013-09-17 15:05, schrieb Henri Verbeet:
> I was mostly thinking of merging e.g. wined3d_surface_get_pitch()
> and wined3d_volume_get_pitch() into wined3d_resource_get_pitch(). I
> don't feel strongly about doing that first though, so if you're
> sa
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Am 2013-09-17 13:55, schrieb Henri Verbeet:
> On 17 September 2013 11:39, Stefan Dösinger
> wrote:
>> --- dlls/wined3d/volume.c | 95
>> +++ 1 file
>> changed, 88 in
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Am 2013-09-17 11:55, schrieb Henri Verbeet:
> CreateDevice() returns D3DERR_SURFACENOTINVIDMEM, provided the
> surface would otherwise be suitable for rendering.
> SetRenderTarget() has inconsistent behaviour between versions, but
> returns DDERR_INVAL
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Am 2013-09-17 11:39, schrieb Stefan Dösinger:
> --- dlls/d3d9/tests/device.c | 340
> +++ 1 file changed, 340
> insertions(+)
Fyi, I have equivalent tests for d3d8, the behavior is the same.
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Am 2013-09-17 09:22, schrieb Henri Verbeet:
> Setting render target usage on a P8 surface for example would fail
> surface creation, while such surfaces can't be used for actual
> rendering anyway. Tests confirm that surface creation is supposed
> to s
e
>> bugs that are otherwise hard to fix (24684).
>
> Thank you, Stefan!
>
> I applied your patches to the Ubuntu PPA that I maintain for Guild
> Wars 2 players:
You are fairly lucky with Guild Wars 2. I didn't see any improvement
in this game myself. But as Henri said, i
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Am 2013-09-12 13:36, schrieb Henri Verbeet:
> I really just meant the typo in the comment.
Ah yes, that should be "distorted".
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Am 2013-09-12 12:44, schrieb Henri Verbeet:
> On 12 September 2013 12:23, Stefan Dösinger
> wrote:
>> + * On the r500 driver on Windows D3DCMP_GREATER and
>> D3DCMP_GREATEREQUAL are broken for depth + * values > 0.5.
&g
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Am 2013-09-11 19:05, schrieb Marvin:
> === wxppro (32 bit d3d) === d3d.c:1260: Test failed: Homogeneous
> output was generated despite UNCLIPPED flag
Fyi, I am seeing those on my Windows machines as well. No idea why it
suddenly started popping up on t
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Am 2013-09-11 13:32, schrieb Henri Verbeet:> On 11 September 2013
11:31, Stefan Dösinger wrote:
>> @@ -1880,9 +1888,8 @@ struct wined3d_device WORD d3d_initialized
>> : 1; WORD inScene : 1; /* A flag to check for
pr
I'll take my
time splitting 4 up. I'll resubmit 1 with an updated title.
Thanks,
Stefan
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Am 2013-09-09 13:42, schrieb Henri Verbeet:
> I think that's an unfortunate place to insert the field, and you
> should update the padding.
>
>>> @@ -1880,9 +1889,7 @@ struct wined3d_device WORD
>>> d3d_initialized : 1; WORD inScene : 1;
My understanding is that we should do rgb *= a in the shader. Writing tests for
this is on my todo list, but very close to the bottom.
(Sorry for the top post. Stupid android mail program)
Henri Verbeet schrieb:
>On 5 September 2013 10:42, Stefan Dösinger
>wrote:
>> Y
Oops, will resend later.
Henri Verbeet schrieb:
>On 5 September 2013 10:42, Stefan Dösinger
>wrote:
>> +if(DDSD->ddsCaps.dwCaps2 & DDSCAPS2_TEXTUREMANAGE)
>Minor formatting error here.
--
Diese Nachricht wurde von meinem Android-Mobiltelefon mit K-9 Mail gesendet.
rietary i386 nvidia driver 319.49.
>
> Where I could be wrong, or what else can be set that would be
> normalized image using the patch?
Not your fault, there is a race condition in the surface code that was
recently introduced. I will post an updated patchset in the next few days.
St
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Am 2013-09-04 16:30, schrieb Vedran Rodic:
> Using a blit copy to avoid stalling on 12b glBufferSubData() to a
> busy buffer object.
The long term plan is to use GL_ARB_buffer_storage to create buffers
that can be used for rendering while mapped. That
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>From 14219846c7e4b8b2b95fb26221a99c5144437fec Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Stefan=20
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Am 2013-09-03 17:54, schrieb Henri Verbeet:
> If that's the main issue, I could tell you that it will most
> likely end up being renamed WINED3D_BIND_SHADER_RESOURCE at some
> point, equivalent to the d3d10+ bind flags.
That works for the name. The oth
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Am 2013-09-03 17:33, schrieb Henri Verbeet:
> On 3 September 2013 14:07, Stefan Dösinger
> wrote:
>> I'm checking this in d3d9/d3d8/ddraw because we create textures
>> for everything nowadays, even stand-alone surfaces.
>
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Am 2013-09-03 15:57, schrieb Rosanne DiMesio:
> On Mon, 02 Sep 2013 15:55:18 +0200 Stefan Dösinger
> wrote:
>
>
>> You can test the attached patches by applying them (git am
>> /path/to/patches/*)
>
> Third patch d
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Am 2013-09-03 13:41, schrieb Henri Verbeet:> It ends up being a
performance bottleneck in some cases. This is
> particularly visible in the 3DMark03 multi-texture fill-rate test,
> in other cases the impact is usually a bit more modest.
That's interest
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Am 2013-09-03 09:47, schrieb Henri Verbeet:
> This originally came from the ARB fragment program implementation,
> but I don't see a justification for clamping there either. For the
> texture formats typically used with the fixed function pipe
> clampi
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Am 2013-08-30 17:50, schrieb Henri Verbeet:
> Well, regardless of which one it is, I don't see a similar check
> for 2D and cube textures at the moment. I think some tests would
> be welcome.
You are right, there's neither a check nor tests. I am certa
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Am 2013-08-30 17:31, schrieb Henri Verbeet:
> On 30 August 2013 00:19, Stefan Dösinger
> wrote:
>> +/* A 8x4x2 texture consisting of 4 4x4 blocks. The
>> colors of the blocks are red, green, blue and white. */ +
>>
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Am 2013-08-30 17:31, schrieb Henri Verbeet:
> On 30 August 2013 00:19, Stefan Dösinger
> wrote:
>> +if (format->flags & WINED3DFMT_FLAG_BLOCKS) +{ +
>> UINT width_mask = format->block_width - 1; +
IUnknown)
You have to create a new interface declaration named
IDirect3DSwapChain9Ex with all the methods and the invocation macros.
The header change should go in a separate patch. The d3d9 code should
be changed to always use IDirect3D9Swapchain9Ex, like it does for
device and direct3d.
Thanks fo
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Am 2013-08-26 16:16, schrieb Matteo Bruni:
> 2013/8/26 Stefan Dösinger :
>> Try 2: *) Require only GPU access for buffers *) Reduce number of
>> checkGLcall invocations *) Remove a return from an ERR case ---
>> dlls/wined3d/ut
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Am 2013-08-23 14:01, schrieb Henri Verbeet:
> On 23 August 2013 13:54, Stefan Dösinger
> wrote:
>> The rules for surfaces and volumes aren't applicable to buffers
>> anyway. A default pool buffer without D3DUSAGE_DYNAMIC is
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Am 2013-08-23 12:29, schrieb Henri Verbeet:
> On 23 August 2013 12:04, Stefan Dösinger
> wrote:
>>
>> Am 23.08.2013 um 11:34 schrieb Henri Verbeet
>> :
>>> Why does loading into a PBO require CPU access?
>>
Am 23.08.2013 um 11:34 schrieb Henri Verbeet :
> Why does loading into a PBO require CPU access?
The only reason why we want to store a volume in a PBO is to map it, which
requires CPU access. If the volume doesn't allow CPU access I don't see a
reason to load it into a PBO.
Well, there's RGB<-
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Am 2013-08-22 15:33, schrieb Henri Verbeet:
> On 22 August 2013 14:57, Stefan Dösinger
> wrote:
>> +if (volume->locations & WINED3D_LOCATION_DISCARDED)
>> +{ +TRACE("Volume previ
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Am 2013-08-22 13:14, schrieb Henri Verbeet:
> On 22 August 2013 13:07, Stefan Dösinger
> wrote:
>> -BEGIN PGP SIGNED MESSAGE- Hash: SHA1
>>
>> Am 2013-08-22 12:58, schrieb Henri Verbeet:
>>> Yes, but if &q
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Am 2013-08-22 12:58, schrieb Henri Verbeet:
> Yes, but if "pool" goes away we need some other way to check for
> scratch resources. It's just that in retrospect the access flags
> probably aren't the right place.
If pool goes to d3d8/9, the checks sh
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Am 2013-08-22 10:25, schrieb Henri Verbeet:
> Yeah, I'm not particularly happy about it either. The issue is
> that scratch resources allow some extra formats over sysmem
> resources, but can't be used for resource uploads. The idea is to
> eventually
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Am 2013-08-22 09:11, schrieb Henri Verbeet:
> On 22 August 2013 00:30, Stefan Dösinger
> wrote:
>> +const char *wined3d_debug_location(DWORD location) +{ +char
>> buf[238];
> That number looks a bit arbitrary, although I su
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Am 2013-08-21 12:43, schrieb Alexandre Julliard:> 8 0x68e5fba9
wined3d_texture_decref+0x48(texture=)
[/home/julliard/wine/wine/dlls/wined3d/texture.c:449] in wined3d
(0x0032fb28)
This is an existing bug, when running the tests often enough with the
e
7;s a cleanup that doesn't
> necessarily belong in this patch though.
Surfaces can still have DIBs. We're also assigning memory returned by
glMapBuffer[Range] to resource.allocatedMemory, although that should
probably be changed. The main problem with the latter is that buffers
can be mapped
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Am 2013-08-19 17:08, schrieb Stefan Dösinger:
> I'm not entirely sure about the SIZE_T align = RESOURCE_ALIGNMENT -
> 1 + sizeof(*p); line though. Msvcrt doesn't have the - 1, and
> allocating size + RESOURCE_ALIGNMENT bytes migh
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Am 2013-08-19 14:34, schrieb Henri Verbeet:
> On 19 August 2013 14:20, Stefan Dösinger
> wrote:
>> Am 2013-08-19 13:53, schrieb Henri Verbeet:
>>> That's actually a bug in what I posted.
>> What's your s
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Am 2013-08-19 13:53, schrieb Henri Verbeet:
> On 19 August 2013 13:38, Stefan Dösinger
> wrote:
>> I guess in theory any kind of payload could be added to your
>> implementation, but growing this larger than
>> RESOURCE_AL
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Am 2013-08-19 12:39, schrieb Henri Verbeet:
> On 19 August 2013 10:52, Stefan Dösinger
> wrote:
>> +void wined3d_volume_set_texture_level(struct wined3d_volume
>> *volume, GLint level) +{ +volume->texture_level = level; +}
&
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Am 2013-08-19 12:31, schrieb Henri Verbeet:
> On 19 August 2013 10:52, Stefan Dösinger
> wrote:
>> @@ -184,7 +184,16 @@ HRESULT CDECL wined3d_volume_map(struct
>> wined3d_volume *volume, volume, map_desc, box, flags);
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Am 2013-08-19 12:29, schrieb Henri Verbeet:
> I don't think this is a good idea. How about something like the
> following? The corresponding free function would be trivial.
I guess this works for the purposes of this patchset. However, in my
command s
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Henri, Matteo,
When reviewing those patches, please have a look at the attached
archive. It contains the rest of the volume cleanup patches and some
tests.
Cheers,
Stefan
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winehq.org/patches
--
Stefan
Am 2013-07-31 16:01, schrieb Christian Costa:
> AFAIK no. My localization is french and I get english messages. Any
> idea how I can check that?
Should be ok then.
> The parsing code handles missing null byte as well as both
> unix/dos text formats but maybe I can just simplify it by using
> strto
Hi,
Am 31.07.2013 um 09:10 schrieb Christian Costa :
> +if (!(strstr(line_out, "warning X3206:") && strstr(line_out,
> "implicit truncation of vector type")))
> +line_out += line_size;
msvc localizes compiler errors and warnings. Are you sure d3dcompiler.dll
Hi,
Am 29.07.2013 um 15:33 schrieb 中川祥 :
> I do not know much about the store apps development.
> What is Windows.winmd? Do I need disassemble it and create wine version ?If I
> need C++,I wouldn't do.
First of all, don't disassemble Windows DLLs. Wine will not accept your code if
you do that.
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Am 2013-06-25 18:08, schrieb Christian Costa:
> Are we really discussing about a typo in the subject line?
> "Implement" just comes naturally from the fixme when I create an
> empty patch. It turned out after coding that "Fix" is more
> appropriate. I
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Am 2013-06-21 13:05, schrieb Henri Verbeet:
> On 21 June 2013 12:06, Stefan Dösinger
> wrote:
>> This also works for fog_start == fog_end on drivers that don't
>> handle this situation correctly with fixed function fog. Tes
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Am 2013-06-20 13:23, schrieb Henri Verbeet:
>> Just to make sure I understand you correctly: You're saying that
>> the test should still call SetRenderState(LIGHTING), check the
>> initial value, and GetRenderState(LIGHTING) should return a
>> hardcode
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Am 2013-06-20 13:02, schrieb Henri Verbeet:
> On 20 June 2013 12:17, Stefan Dösinger
> wrote:
>> /* Light state */ DWORD material; +DWORD dummy_rs_lighting;
>>
> Considering the render state doesn't exist in early ddra
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Am 2013-06-20 13:02, schrieb Henri Verbeet:
> On 20 June 2013 12:17, Stefan Dösinger
> wrote:
>> -return
>> IDirect3DDevice7_DrawPrimitive(&device->IDirect3DDevice7_iface,
>> device->primitive_type, +return
Am 18.06.2013 um 17:25 schrieb Henri Verbeet:
> On 18 June 2013 16:52, Stefan Dösinger wrote:
>> It's needed to switch between the different handling of fogstart and fogend
>> in vertex and table fog. The ddraw test shows this. The d3d8 and d3d9 tests
>> succeed
Am 18.06.2013 um 16:33 schrieb Henri Verbeet:
> On 18 June 2013 16:17, Stefan Dösinger wrote:
>> diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
>> index e14d7ab..ad9be6a 100644
>> --- a/dlls/wined3d/glsl_shader.c
>> +++ b/dlls/wined3d/glsl_sha
gnB6/oabwe7fc5zLBAGfgi8fTYB4DZvXpqWas
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>From 63d8e32ad4dc3606f641472f4844b5e439174196 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Stefan=20D=C3=B6singer?=
Date: Fri, 14 Ju
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Am 2013-06-18 09:12, schrieb Henri Verbeet:
> On 17 June 2013 22:53, Stefan Dösinger
> wrote:
>> correctly with fixed function fog. Tested as usual on Geforce9
>> (OSX, Linux), Geforce7 (Linux), r300g, r600g, i965 (OSX), r200.
&
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Am 2013-06-15 10:40, schrieb Henri Verbeet:
> Why is this needed? When end == start I'd expect (end - c) / (end
> - start) to evaluate to +/-INF, and then get clamped to [0, 1],
> which is pretty much what you'd want. In my (very limited) testing,
> th
Am 15.06.2013 um 10:40 schrieb Henri Verbeet :
> Why is this needed? When end == start I'd expect (end - c) / (end -
> start) to evaluate to +/-INF, and then get clamped to [0, 1], which is
> pretty much what you'd want. In my (very limited) testing, that's also
> what actually happens with at lea
Am 14.06.2013 um 09:07 schrieb Henri Verbeet :
> +shader_addline(buffer, "if (gl_Vertex.w != 0.0) gl_Position /=
> gl_Vertex.w;\n");
I think you have to disable the rhw divide in drawStridedSlow in case the
application falls back to it despite this patch, e.g. because of specular fog
o
lf, except that I'm not actively mentoring this
year ^^ .)
Cheers,
Stefan
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Am 11.06.2013 um 09:27 schrieb Henri Verbeet:
> We always want to use '.' as decimal separator in GLSL, instead of the locale
> specific one. Reported on IRC.
I think this should be added as a code comment above shader_glsl_ftoa, I don't
think the reason why we need our own conversion function i
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Am 2013-06-05 11:06, schrieb Henri Verbeet:
> +desc.width = edge_length; +desc.height = edge_length; +
> desc.depth = 1;
Wouldn't it make sense to either set desc.height = 1 or desc.depth =
edge_length?
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Am 2013-05-22 10:59, schrieb Christian Costa:
> *"You are not allowed to analyze Windows files with the trace
> functions of Wine"
E.g. when you are working on Wine's d3dx9 implementation, you
shouldn't use native d3dx9.dll and create a +d3d9 log to se
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Am 2013-05-21 16:03, schrieb Henri Verbeet:
> On 21 May 2013 13:18, Stefan Dösinger
> wrote:
>> +static void test_coop_level_versions(void)
> It may make more sense to move that to ddraw2.c and ddraw4.c
> instead.
The reasoning behi
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Am 2013-05-20 23:03, schrieb Austin English:
> On Wed, May 15, 2013 at 3:32 AM, Henri Verbeet
> wrote:
>> On 14 May 2013 23:46, Stefan Dösinger
>> wrote:
>>> These tests have the potential to break on Windows when other
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Am 2013-05-13 17:44, schrieb Henri Verbeet:
> Maybe. Perhaps we could also just get rid of
> WINED3D_SHADER_MODE_NONE and add a separate call instead.
Sounds like a plan, as we're never using
WINED3D_SHADER_MODE_NONE for just one shader type. Please al
Am 13.05.2013 um 15:28 schrieb Henri Verbeet :
> On 12 May 2013 15:30, Stefan Dösinger wrote:
>> /* Disable shaders */
>> -device->shader_backend->shader_select(context,
>> WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
>> +device->s
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Am 2013-05-01 17:14, schrieb George Stephanos:
> Tell me if you need more information. Hope you consider me!
I can't comment on the details of the proposal, but please note that
you have to submit the proposal at
http://www.google-melange.com/gsoc/home
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Please ignore this patch. I figured that my series might collide with
Henri's, so I canceled the send process. And indeed there are
conflicts, so I'll resend my patches rebased on top of Henri's.
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Am 2013-04-22 14:54, schrieb Henri Verbeet:
> On 22 April 2013 14:48, Stefan Dösinger
> wrote:
>> Personally I don't like ifs without braces if either the
>> condition or the instruction is spread over more than one line.
&g
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Am 2013-04-22 14:42, schrieb Henri Verbeet:> On 21 April 2013 16:51,
Stefan Dösinger wrote:
>> -if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB)
>> -sample_flags |= WINED3D_GLSL_SAMPLE_RECT; +
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Am 2013-04-19 16:26, schrieb Henri Verbeet:
> I think we'll want a separate structure for this. Note that you
> essentially have two different kinds of data you're concerned with
> here though. One is derived state like e.g. the texture unit map,
> t
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Am 2013-04-16 17:01, schrieb Henri Verbeet:
> On 16 April 2013 14:48, Stefan Dösinger
> wrote:
>> +if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) +
>> shader_addline(buffer, "#extension GL_ARB_texture_rectangle :
>&g
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Am 2013-04-15 10:53, schrieb Rico Schüller:
> I'm not sure what GetTexture does, a test might show it (I'll have
> a look). The problem might be, that we use some members, which
> native probably doesn't do in SetTexture. You couldn't call
> GetTexture
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Am 2013-04-14 16:53, schrieb Rico Schüller:
> +if (iface->lpVtbl != (const IDirect3DBaseTexture8Vtbl
> *)&Direct3DTexture8_Vtbl +&& iface->lpVtbl != (const
> IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl +
> && iface->lpVtbl !=
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Am 2013-04-12 10:34, schrieb Henri Verbeet:
> Possibly, although the only really problematic condition is the
> 1x1 texture one. If you make that go away, the condition comes down
> to ARB_texture_rectangle being supported, having a 2D texture, and
> t
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Am 2013-04-11 13:40, schrieb Henri Verbeet:
> The basic idea is ok, but the conditions for when np2_fixup is set
> are a bit more complicated than that. Specifically, look at how
> the WINED3D_TEXTURE_POW2_MAT_IDENT texture flag is set / cleared
> in t
gt; can help me with this?
Thanks for your interest in Wine.
I recommend to do some basic research about d3dx9 and gsoc yourself,
e.g. how to apply and which parts of d3dx9 are not implemented and
need more work. Feel free to ask if you have any specific questions.
Cheers,
Stefan
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Am 2013-04-10 15:13, schrieb Henri Verbeet:
> On 10 April 2013 14:32, Stefan Dösinger
> wrote:
>>> *) Shader declares a 2D sampler but e.g. a cube texture is
>>> bound
> Yes, but we have the "dummy" textures f
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Am 2013-04-10 14:28, schrieb Henri Verbeet:> Why do you need the
sampler type for anything other than SM1 pixel
> shaders?
I'm not sure what you mean exactly. There are 3 problems related to
the sampler type:
*) RECT vs 2D samplers
*) Shader declares
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Am 2013-04-09 13:01, schrieb Stefan Dösinger:
> I'm also running some of those tests
That sentence got cut off: I'm also running some of those tests on a
nightly basis to monitor Wine's performance.
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Am 2013-04-05 10:54, schrieb Gediminas Jakutis:
> This was discussed on the IRC a bit. The idea is to write
> [performance?] tests that are to be used for dxdiag. (I suppose
> that includes that funny spinning dx logo cube test found on the
> native d
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Am 2013-04-04 22:52, schrieb Gediminas Jakutis:
> Hello!
>
> My previous application[1] turned out to be a total failure, hence
> making a completely different one. My proposal this time goes as
> follows: Write various D3D tests, mostly focusing on
Am 01.04.2013 um 16:55 schrieb André Hentschel :
> Maybe you should continue with your work until wined3d supports webGL as
> backend ;)
No, nobody will need regular d3d once all games are written in webD3D.
s one additional digit leading the decimal.
Is my thinking correct, or am I missing something?
Cheers,
Stefan
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