Re: [PATCH 4/5] d3d8/tests: Add a volume V16U16 test.

2013-09-24 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at https://newtestbot.winehq.org/JobDetails.pl?Key=2318 Your paranoid andr

Re: [PATCH 5/6] d3d8/tests: Add a volume V16U16 test.

2013-09-22 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at https://newtestbot.winehq.org/JobDetails.pl?Key=2292 Your paranoid andr

Re: [PATCH 4/5] d3d8/tests: Add tests for block-based volume formats.

2013-09-21 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at https://newtestbot.winehq.org/JobDetails.pl?Key=2269 Your paranoid andr

Re: [PATCH 5/5] d3d8/tests: Test invalid volume lock boxes.

2013-09-21 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at https://newtestbot.winehq.org/JobDetails.pl?Key=2270 Your paranoid andr

Re: [PATCH 1/5] d3d8/tests: Add cnd instruction test.

2013-09-03 Thread Matteo Bruni
2013/9/3 Henri Verbeet : > On 2 September 2013 23:04, Matteo Bruni wrote: >> +float quad1[] = { >> +-1.0, -1.0, 0.1, 0.0,0.0,1.0, >> + 0.0, -1.0, 0.1, 1.0,0.0,1.0, >> +-1.0,0.0, 0.1, 0.0,1.0,0.0, >> + 0.0,0.0

Re: [PATCH 1/5] d3d8/tests: Add cnd instruction test.

2013-09-03 Thread Henri Verbeet
On 2 September 2013 23:04, Matteo Bruni wrote: > +float quad1[] = { > +-1.0, -1.0, 0.1, 0.0,0.0,1.0, > + 0.0, -1.0, 0.1, 1.0,0.0,1.0, > +-1.0,0.0, 0.1, 0.0,1.0,0.0, > + 0.0,0.0, 0.1, 1.0,1.0,0.0

Re: [PATCH 1/1] d3d8: Don't assert on invalid IDirect3DBaseTexture8 interfaces.

2013-04-15 Thread Rico Schüller
g to do with the this bug as we use already freed memory in our implementation. I don't see anything in the log that would keep the texture around. There may be some capability flag issues that trigger a broken codepath in the game, but such an issue is really hard to find. diff --git a/dl

Re: [PATCH 1/1] d3d8: Don't assert on invalid IDirect3DBaseTexture8 interfaces.

2013-04-15 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [PATCH 1/1] d3d8: Don't assert on invalid IDirect3DBaseTexture8 interfaces.

2013-04-15 Thread Rico Schüller
On 15.04.2013 10:24, Stefan Dösinger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-14 16:53, schrieb Rico Schüller: +if (iface->lpVtbl != (const IDirect3DBaseTexture8Vtbl *)&Direct3DTexture8_Vtbl +&& iface->lpVtbl != (const IDirect3DBaseTexture8Vtbl *)&Direct3D

Re: [PATCH 1/1] d3d8: Don't assert on invalid IDirect3DBaseTexture8 interfaces.

2013-04-15 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-14 16:53, schrieb Rico Schüller: > +if (iface->lpVtbl != (const IDirect3DBaseTexture8Vtbl > *)&Direct3DTexture8_Vtbl +&& iface->lpVtbl != (const > IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl + > && iface->lpVtbl !=

Re: [PATCH 2/3] d3d8/tests: Create a plain DS surface in test_reset_resources

2013-01-16 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=23963 Your paranoid android

Re: [PATCH 3/3] d3d8/tests: Add a software vertexprocessing buffer discard test (try 2)

2013-01-15 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=23943 Your paranoid android

Re: [PATCH 5/5] d3d8/tests: Add a software vertexprocessing buffer discard test

2013-01-14 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=23928 Your paranoid android

Re: [PATCH 2/2] d3d8: Return D3D_OK from the palette setters (try 2)

2013-01-11 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=23877 Your paranoid android

Re: [PATCH 2/2] d3d8: Return D3D_OK from the palette setters

2013-01-11 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=23865 Your paranoid android

Re: [PATCH] d3d8/tests: Merge surface.c into device.c.

2013-01-09 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=23820 Your paranoid android

Re: [PATCH 5/5] d3d8/tests: Merge surface.c into device.c.

2013-01-09 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-01-09 17:04, schrieb Alexandre Julliard: > ../../../tools/runtest -q -P wine -M d3d8.dll -T ../../.. -p > d3d8_test.exe.so device.c && touch device.ok device.c:4088: Test > failed: Got unexpected hr 0x88760867. device.c:

Re: [PATCH 5/5] d3d8/tests: Merge surface.c into device.c.

2013-01-09 Thread Alexandre Julliard
Henri Verbeet writes: > --- > dlls/d3d8/tests/Makefile.in |1 - > dlls/d3d8/tests/device.c| 704 > ++- > dlls/d3d8/tests/surface.c | 653 --- > 3 files changed, 702 insertions(+), 656 dele

Re: [PATCH 4/5] d3d8/tests: Merge d3d8_main.c into device.c.

2013-01-08 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=23788 Your paranoid android

Re: [PATCH 4/5] include: Don't add d3d8 LP* interface typedefs for __WINESRC__.

2012-10-30 Thread Jacek Caban
On 10/30/12 12:01, Alexandre Julliard wrote: > Henri Verbeet writes: > >> We can certainly generate some more d3d headers from idl, and we >> probably should anyway, but I'm not sure how that's going to make the >> mechanism any more generic. I suppose we could do something like >> "DECL_WINELIB_T

Re: [PATCH 4/5] include: Don't add d3d8 LP* interface typedefs for __WINESRC__.

2012-10-30 Thread Alexandre Julliard
Henri Verbeet writes: > We can certainly generate some more d3d headers from idl, and we > probably should anyway, but I'm not sure how that's going to make the > mechanism any more generic. I suppose we could do something like > "DECL_WINELIB_TYPE(struct IDirect3D8, *LPDIRECT3D8);", if that's mu

Re: [PATCH 4/5] include: Don't add d3d8 LP* interface typedefs for __WINESRC__.

2012-10-30 Thread Henri Verbeet
On 30 October 2012 10:41, Alexandre Julliard wrote: > I don't think we want to do that sort of thing, otherwise we'll end up > with ifdef __WINESRC__ all over the standard headers. If we really want > to disable interface typedefs this should be done in a generic way, > preferably when generating

Re: [PATCH 4/5] include: Don't add d3d8 LP* interface typedefs for __WINESRC__.

2012-10-30 Thread Alexandre Julliard
Henri Verbeet writes: > @@ -1128,6 +1105,21 @@ DECLARE_INTERFACE_(IDirect3DDevice8,IUnknown) > #define IDirect3DDevice8_DeletePatch(p,a) > (p)->DeletePatch(a) > #endif > > +#ifndef __WINESRC__ > +typedef struct IDirect3D8 *LPDIRECT3D8; > +typedef struct IDirect3DDevi

Re: [PATCH 3/3] d3d8/tests: Port the depth blit test to d3d8

2011-12-09 Thread Henri Verbeet
On 9 December 2011 12:54, Stefan Dösinger wrote: > +    d3d = pDirect3DCreate8(D3D_SDK_VERSION); > +    ok(d3d != NULL, "Direct3DCreate8 failed.\n"); > +    hwnd = CreateWindow("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, > 100, 100, 160, 160, NULL, NULL, NULL, NULL); > +    ok(hwnd != NULL,

Re: [PATCH 2/5] d3d8/tests: Test the window and backbuffer dimensions after display mode changes.

2011-11-27 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=15656 Your paranoid android

Re: [PATCH 2/5] d3d8/tests: Add a small test for multisampled CopyRects().

2011-10-25 Thread Francois Gouget
commit fd1afd24f4af20646ce0f3a7ac2064e8e49b1e7d Author: Henri Verbeet Date: Wed Oct 19 22:03:11 2011 +0200 d3d8/tests: Add a small test for multisampled CopyRects(). This commit causes the d3d8:visual to crash on my desktop (Debian Testing, 9600GT, 285.05.09-1 proprietary driver): wine

Re: [PATCH 1/5] d3d8: Limit VS/PS reported version.

2011-10-24 Thread Henri Verbeet
On 24 October 2011 18:58, Matteo Bruni wrote: > +    if (pCaps->VertexShaderVersion > D3DVS_VERSION(1,1)) > +        pCaps->VertexShaderVersion = D3DVS_VERSION(1,1); > +    if (pCaps->PixelShaderVersion > D3DPS_VERSION(1,4)) > +        pCaps->PixelShaderVersion = D3DPS_VERSION(1,4); > + fixup_caps

Re: d3d8/tests: skip the visual test if d3d cannot be initialized

2011-10-12 Thread Austin English
On Wed, Oct 12, 2011 at 04:39, Henri Verbeet wrote: > On 12 October 2011 01:51, Austin English wrote: >> Current d3d8 does a win_skip(), while d3d9 does a skip(). This unifies >> the behavior to match the d3d9 behavior. >> > I seem to recall this being intentional, so t

Re: d3d8/tests: skip the visual test if d3d cannot be initialized

2011-10-12 Thread Henri Verbeet
On 12 October 2011 01:51, Austin English wrote: > Current d3d8 does a win_skip(), while d3d9 does a skip(). This unifies > the behavior to match the d3d9 behavior. > I seem to recall this being intentional, so that you get a failure if your setup has e.g. no OpenGL.

Re: [1/5] d3d8: Never announce support for palettized textures

2011-10-10 Thread Stefan Dösinger
On Monday 10 October 2011 10:20:15 Henri Verbeet wrote: > It's not really clear to me that refusing to create P8 surfaces in > d3d8/9 really gains us much, or that it's really a prerequisite for > the other patches. I guess you've got a point here, if we just allow the sur

Re: [1/5] d3d8: Never announce support for palettized textures

2011-10-10 Thread Henri Verbeet
n a way I may have missed. > It's not really clear to me that refusing to create P8 surfaces in d3d8/9 really gains us much, or that it's really a prerequisite for the other patches. If you want to go that way though, you should probably just map D3DFORMAT_P8 to something that's no

Re: [1/5] d3d8: Never announce support for palettized textures

2011-10-09 Thread Stefan Dösinger
On Sunday 09 October 2011 16:40:11 Henri Verbeet wrote: > I thought you asked me not to look at these patches yet because you > still had some issues to fix. Regardless, I gave this a cursory look: Yeah, those were the ones that implemented blitting in a different way in wined3d and had issues wit

Re: [1/5] d3d8: Never announce support for palettized textures

2011-10-09 Thread Henri Verbeet
On 9 October 2011 15:21, Stefan Dösinger wrote: > This is the first set of my P8 patches, they remove dead code that is left > over > from d3d8/9 style palettized texture support. See > http://www.winehq.org/pipermail/wine-devel/2011-October/092744.html for the > entire patchset.

Re: d3d8/tests: make sure to use return values (LLVM/Clang)

2011-07-26 Thread Stefan Dösinger
On Tuesday 26 July 2011 17:33:54 Jacek Caban wrote: > On 07/26/11 17:22, Henri Verbeet wrote: > > No, I disagree with the basic idea that stricter tests are necessarily > > better. The advantage of SUCCEEDED is that it's *less* strict. > > We won't agree on that. I prefer comparison against S_OK(o

Re: d3d8/tests: make sure to use return values (LLVM/Clang)

2011-07-26 Thread Jacek Caban
On 07/26/11 17:22, Henri Verbeet wrote: > On 26 July 2011 16:57, Jacek Caban wrote: >> Seriously, I'm not talking about anything like that. We get to choose >> between using two things. SUCCEDEED() has no advantages over testing >> exact values in this context. Testing the exact value has a small,

Re: d3d8/tests: make sure to use return values (LLVM/Clang)

2011-07-26 Thread Henri Verbeet
On 26 July 2011 16:57, Jacek Caban wrote: > Seriously, I'm not talking about anything like that. We get to choose > between using two things. SUCCEDEED() has no advantages over testing > exact values in this context. Testing the exact value has a small, but > still, advantage. I believe we agree o

Re: d3d8/tests: make sure to use return values (LLVM/Clang)

2011-07-26 Thread Jacek Caban
On 07/26/11 16:34, Henri Verbeet wrote: > On 26 July 2011 16:08, Jacek Caban wrote: >> If there is no cost of having tests more strict (like code >> complication), it is a good principle IMO. In this case it's a matter of >> choosing the right way for testing results, so it should be preferable. >

Re: d3d8/tests: make sure to use return values (LLVM/Clang)

2011-07-26 Thread Henri Verbeet
On 26 July 2011 16:08, Jacek Caban wrote: > If there is no cost of having tests more strict (like code > complication), it is a good principle IMO. In this case it's a matter of > choosing the right way for testing results, so it should be preferable. > We're not testing return codes here, so IMO

Re: d3d8/tests: make sure to use return values (LLVM/Clang)

2011-07-26 Thread Jacek Caban
On 07/26/11 13:04, Henri Verbeet wrote: > On 26 July 2011 10:57, Jacek Caban wrote: >> It's better to test for the exact value in tests like hr == S_OK. It >> makes tests stricter. > I don't think that making tests more strict than necessary is a good > principle. If there is no cost of having te

Re: d3d8/tests: make sure to use return values (LLVM/Clang)

2011-07-26 Thread Henri Verbeet
On 26 July 2011 10:57, Jacek Caban wrote: > It's better to test for the exact value in tests like hr == S_OK. It > makes tests stricter. I don't think that making tests more strict than necessary is a good principle. (Not that it matters a lot here anyway, for most of these D3D_OK is the only poss

Re: d3d8/tests: make sure to use return values (LLVM/Clang)

2011-07-26 Thread Jacek Caban
Hi Austin, ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); +ok(SUCCEEDED(hr), "GetDesc failed, hr %#x.\n", hr); It's better to test for the exact value in tests like hr == S_OK. It makes tests stricter. I know ther

d3d8/tests: make sure to use return values (LLVM/Clang)

2011-07-25 Thread Austin English
-- -Austin diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c index 9a4369b..d159a52 100644 --- a/dlls/d3d8/tests/device.c +++ b/dlls/d3d8/tests/device.c @@ -1050,6 +1050,7 @@ static void test_reset(void) hr = IDirect3DDevice8_GetRenderTarget(device1, &surface);

Re: [1/8] d3d8: Use D3DPOOL <-> WINED3DPOOL enum conversion functions instead of implicit conversions (clang)

2011-06-04 Thread Frédéric Delanoy
uot; is the correct level of abstraction for wined3d. I > suspect we'll see that break down a bit as we implement more of > d3d10/11, and perhaps also with some ddraw cleanups. (To pick a random > example, consider d3d10/11 sampler states vs d3d8/9 sampler states.) > > Note that WIN

Re: [1/8] d3d8: Use D3DPOOL <-> WINED3DPOOL enum conversion functions instead of implicit conversions (clang)

2011-06-04 Thread Henri Verbeet
On 31 May 2011 12:50, Alexandre Julliard wrote: > I mean using D3DPOOL in wined3d, not by including the d3d9 headers, but > by defining it when necessary, i.e. if neither d3d8types.h nor > d3d9types.h have been included already. > > This way d3d8 uses the d3d8 definition, d3d

Re: [1/2] d3d8: Increment the reference count of the IDirect3D8 parent when creating a device.

2011-06-04 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 The two patches look ok Am 03.06.2011 um 14:23 schrieb Andrew Nguyen: > --- > dlls/d3d8/d3d8_private.h |5 +++-- > dlls/d3d8/device.c | 29 - > dlls/d3d8/directx.c |2 +- > dlls/d3d8/tests/

Re: [1/8] d3d8: Use D3DPOOL <-> WINED3DPOOL enum conversion functions instead of implicit conversions (clang)

2011-05-31 Thread Stefan Dösinger
d lead to a mixture of WINED3D* and D3D* types. But that could be addressed with a #define WINED3DPOOL D3DPOOL if D3DPOOL is available and declaring the num if D3DPOOL is not available. There are types like D3DRENDERSTATETYPE that aren't clear subsets/supersets. For example d3d8 has D3D

Re: [1/8] d3d8: Use D3DPOOL <-> WINED3DPOOL enum conversion functions instead of implicit conversions (clang)

2011-05-31 Thread Alexandre Julliard
? Or do you mean using the D3DPOOL type in > wined3d by including the d3d9 headers(this works in wined3d.dll > itself)? I mean using D3DPOOL in wined3d, not by including the d3d9 headers, but by defining it when necessary, i.e. if neither d3d8types.h nor d3d9types.h have been included already.

Re: [1/8] d3d8: Use D3DPOOL <-> WINED3DPOOL enum conversion functions instead of implicit conversions (clang)

2011-05-31 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 31.05.2011 um 12:12 schrieb Alexandre Julliard: > Most enums are identical, or just have an extra value or two. I don't > see why you can't pass either type to wined3d since they have the same > name. Do you mean the status quo? Or do you mean usin

Re: [1/8] d3d8: Use D3DPOOL <-> WINED3DPOOL enum conversion functions instead of implicit conversions (clang)

2011-05-31 Thread Alexandre Julliard
Stefan Dösinger writes: > Am 31.05.2011 um 11:10 schrieb Alexandre Julliard: >> I still don't see the point of that kind of switch statement. To be >> honest I don't see either why we even need different enum types in the >> first place. > Because for most e

Re: [1/8] d3d8: Use D3DPOOL <-> WINED3DPOOL enum conversion functions instead of implicit conversions (clang)

2011-05-31 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 31.05.2011 um 11:10 schrieb Alexandre Julliard: > I still don't see the point of that kind of switch statement. To be > honest I don't see either why we even need different enum types in the > first place. Because for most

Re: [1/8] d3d8: Use D3DPOOL <-> WINED3DPOOL enum conversion functions instead of implicit conversions (clang)

2011-05-31 Thread Alexandre Julliard
Frédéric Delanoy writes: > +static inline D3DPOOL d3dpool_from_wined3dpool(WINED3DPOOL type) > +{ > +switch (type) > +{ > +case WINED3DPOOL_DEFAULT: return D3DPOOL_DEFAULT; > +case WINED3DPOOL_MANAGED: return D3DPOOL_MANAGED; > +case WINED3DPOOL_SYSTEMMEM: return D

Re: [3/8] d3d8: Use D3DRESOURCETYPE -> WINED3DRESOURCETYPE enum conversion function instead of implicit conversion (clang)

2011-05-30 Thread Stefan Dösinger
On Monday 30 May 2011 13:34:25 Frédéric Delanoy wrote: > In a similar vein, there's also > +case WINED3DMULTISAMPLE_NONE: return D3DMULTISAMPLE_NONE; > +case WINED3DMULTISAMPLE_NONMASKABLE: return (D3DMULTISAMPLE_TYPE) > type; > > Does this also need to be moved to device.c? Yes, t

Re: [3/8] d3d8: Use D3DRESOURCETYPE -> WINED3DRESOURCETYPE enum conversion function instead of implicit conversion (clang)

2011-05-30 Thread Frédéric Delanoy
On Mon, May 30, 2011 at 12:42, Stefan Dösinger wrote: > On Sunday 29 May 2011 09:46:06 Frédéric Delanoy wrote: > >> +static inline D3DRESOURCETYPE >> d3dresourcetype_from_wined3dresourcetype(WINED3DRESOURCETYPE type) +{ >> ... >> +        case WINED3DRTYPE_BUFFER: return D3DRTYPE_VERTEXBUFFER; >>

Re: [3/8] d3d8: Use D3DRESOURCETYPE -> WINED3DRESOURCETYPE enum conversion function instead of implicit conversion (clang)

2011-05-30 Thread Stefan Dösinger
On Sunday 29 May 2011 09:46:06 Frédéric Delanoy wrote: > +static inline D3DRESOURCETYPE > d3dresourcetype_from_wined3dresourcetype(WINED3DRESOURCETYPE type) +{ > ... > +case WINED3DRTYPE_BUFFER: return D3DRTYPE_VERTEXBUFFER; > ... > +static inline WINED3DRESOURCETYPE > wined3dresourcetype_

Re: [8/8] d3d8: Use D3DPRIMITIVETYPE -> WINED3DPRIMITIVETYPE enum conversion function instead of implicit conversion (clang)

2011-05-30 Thread Stefan Dösinger
On Monday 30 May 2011 11:29:26 Frédéric Delanoy wrote: > Yeah right, I changed/adapted the title in [7/8] since the conv > function wasn't needed anymore and thought that if I used a [7/8] with > another subject and (try 2) it wouldn't be noticed straightforwardly. Nah, Alexandre's scripts work ve

Re: [8/8] d3d8: Use D3DPRIMITIVETYPE -> WINED3DPRIMITIVETYPE enum conversion function instead of implicit conversion (clang)

2011-05-30 Thread Frédéric Delanoy
On Mon, May 30, 2011 at 10:58, Stefan Dösinger wrote: > > Am 29.05.2011 um 19:35 schrieb Frédéric Delanoy: > >> Please skip this patch; it needs adaptation to avoid rebasing/merge >> conflicts due to changes to be done in patch " [7/8] d3d8: Use >> D3DRENDERSTA

Re: [8/8] d3d8: Use D3DPRIMITIVETYPE -> WINED3DPRIMITIVETYPE enum conversion function instead of implicit conversion (clang)

2011-05-30 Thread Stefan Dösinger
Am 29.05.2011 um 19:35 schrieb Frédéric Delanoy: > Please skip this patch; it needs adaptation to avoid rebasing/merge > conflicts due to changes to be done in patch " [7/8] d3d8: Use > D3DRENDERSTATETYPE -> WINED3DRENDERSTATETYPE enum conversion function > instead of implic

Re: [7/8] d3d8: Use D3DRENDERSTATETYPE -> WINED3DRENDERSTATETYPE enum conversion function instead of implicit conversion (clang)

2011-05-29 Thread Stefan Dösinger
is->wined3d_device, + > wined3drenderstatetype_from_d3drenderstatetype(State), Value); } > wined3d_mutex_unlock(); d3d8's SetRenderState and GetRenderState already have a switch-case statement because ZBIAS doesn't exist in wined3d, so strictly speaking a direct cast is not possible. You cannot move the switch-

Re: d3d8: Silence implicit enum conversion warnings for D3DFormat (clang) - please discard

2011-05-18 Thread Frédéric Delanoy
Please discard this patch. An updated version follows.

Re: [PATCH 3/5] d3d8/tests: Fix some failure messages in test_depth_stencil_size().

2011-05-03 Thread Henri Verbeet
On 3 May 2011 22:59, Marvin wrote: > === WXPPROSP3 (32 bit device) === > TestLauncher.c:89: Test failed: Can't open test executable > C:\winetest\d3d8_test.exe, error 32 > I don't think this patch introduced this failure.

Re: [PATCH 4/5] d3d8/tests: Add a Reset test.

2011-05-03 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=10710 Your paranoid android

Re: [PATCH 3/5] d3d8/tests: Fix some failure messages in test_depth_stencil_size().

2011-05-03 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=10709 Your paranoid android

Re: d3d8: Attempting to set a NULL rt is legal in d3d8

2011-04-22 Thread Henri Verbeet
On 22 April 2011 14:25, "Stefan Dösinger" wrote: > An unrelated issue I am ignoring for now: > void * __cdecl wined3d_buffer_get_parent(const struct wined3d_buffer *buffer); > > in the .idl file is compiled by Microsoft's midl to > > void *__cdecl wined3d_buffer_get_parent( >    struct wined3d_buf

Re: d3d8: Attempting to set a NULL rt is legal in d3d8

2011-04-22 Thread Stefan Dösinger
> Yeah, I wrote that test. But please add the one for a NULL rt with > non-NULL DS as well, it should be pretty trivial. Working on it. I'd still consider the existing tests to be enough for this NULL pointer regression fix to go in before the snapshot release. The tests will take a little longer

Re: d3d8: Attempting to set a NULL rt is legal in d3d8

2011-04-22 Thread Henri Verbeet
On 22 April 2011 13:29, Stefan Dösinger wrote: > We have a test. It didn't catch the problem because it tests setting both the > depth stencil and RT to NULL, so the check if the depthstencil is NULL in > SetRenderTarget prevented the crash. Well, I guess I can add a test for > that... > Yeah, I w

Re: d3d8: Attempting to set a NULL rt is legal in d3d8

2011-04-22 Thread Stefan Dösinger
On Friday 22 April 2011 12:40:04 Henri Verbeet wrote: > Tests, please. Also, at least with the current code this is still > going to fail because wined3d disallows setting RT0 to NULL. We have a test. It didn't catch the problem because it tests setting both the depth stencil and RT to NULL, so th

Re: d3d8: Attempting to set a NULL rt is legal in d3d8

2011-04-22 Thread Henri Verbeet
Tests, please. Also, at least with the current code this is still going to fail because wined3d disallows setting RT0 to NULL.

Re: [4/4] d3d8: Test depth stencil size mismatches

2011-03-10 Thread Stefan Dösinger
Am Donnerstag 10 März 2011, 22:15:39 schrieb Henri Verbeet: > You could just ask wined3d for the surface size. Yes, with the overhead of two Surface::GetDesc calls per SetRenderTarget call. signature.asc Description: This is a digitally signed message part.

Re: [4/4] d3d8: Test depth stencil size mismatches

2011-03-10 Thread Henri Verbeet
On 10 March 2011 22:58, Stefan Dösinger wrote: > @@ -264,6 +264,8 @@ struct IDirect3DSurface8Impl > > /* If set forward refcounting to this object */ > IUnknown*forwardReference; > + > +UINTwidth, height; > }; You could just ask wined3d fo

Re: Questioning the depth_clamp_test in d3d8:visual

2011-01-24 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 24.01.2011 um 13:02 schrieb : > - Wylda's Intel-based machine #2 passes the tests. Hurray! > - One unknown win7 machine with Intel gfx also passes them. > - Aurimas' machine produces one different error (also Intel gfx). Afaik the test passes on

Re: Questioning the depth_clamp_test in d3d8:visual

2011-01-24 Thread Henri Verbeet
On 24 January 2011 13:02, wrote: > My conclusion: the tests only prove that Wine wants to mimic Intel graphics, > but they do not account for the variety of observed test results. The issue is more subtle than that.

Questioning the depth_clamp_test in d3d8:visual

2011-01-24 Thread Joerg-Cyril.Hoehle
Hi, Trying to understand bugs #10636 and #19773 , I glanced at the d3d8 visual.ok directx test results. It appears that the green colour on test.winehq does not mean much. - All (any exception?) WTB machines skip the tests because d3d8 is not installed. - Same for Francois Gouget's vi

Re: d3d8/d3d9: fix compiler warnings on non x86/x86_64

2010-12-02 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=7411 Your paranoid android.

Re: d3d8/d3d9: fix compiler warnings on non x86/x86_64

2010-12-02 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=7410 Your paranoid android.

Re: [PATCH 2/5] d3d8/tests: Check for multiple expected messages in test_wndproc().

2010-11-04 Thread Marvin
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=6785 Your paranoid android.

Re: [PATCH 2/5] d3d8.h: undefine INTERFACE before defining it

2010-09-08 Thread Roderick Colenbrander
. The Microsoft ddraw.h/d3d8/d3d9 and other headers do the same before declaring the IDirect3D interfaces (actually dsound and tons of other headers also do it). Roderick On Wed, Sep 8, 2010 at 5:22 AM, Alexandre Julliard wrote: > Roderick Colenbrander writes: > >> @@ -129,6 +129,7

Re: [PATCH 2/5] d3d8.h: undefine INTERFACE before defining it

2010-09-08 Thread Alexandre Julliard
Roderick Colenbrander writes: > @@ -129,6 +129,7 @@ typedef struct IDirect3DVolumeTexture8 > *LPDIRECT3DVOLUMETEXTURE8, *PDIRECT3DVOLU > > /* > * IDirect3D8 interface > */ > +#undef INTERFACE > #define INTERFACE I

Re: [PATCH 1/2] d3d8: Set the FPU control word on device creation.

2010-05-26 Thread testbot
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at http://testbot.winehq.org/JobDetails.pl?Key=2319 Your paranoid android.

Re: [PATCH 1/2] d3d8/tests: Add some message processing to test_wndproc().

2010-03-19 Thread Henri Verbeet
On 19 March 2010 16:31, Alexandre Julliard wrote: > Reliably testing the foreground window is pretty hard, since the window > manager is in charge of it. The user32 tests try, but despite their best > efforts they still fail sometimes. So if you don't absolutely need that > test, removing it is pr

Re: [PATCH 1/2] d3d8/tests: Add some message processing to test_wndproc().

2010-03-19 Thread Alexandre Julliard
Henri Verbeet writes: > On 19 March 2010 16:01, Alexandre Julliard wrote: >> It doesn't work here: >> >> ../../../tools/runtest -q -P wine -M d3d8.dll -T ../../.. -p >> d3d8_test.exe.so device.c && touch device.ok >> device.c:1616: Test failed:

Re: [PATCH 1/2] d3d8/tests: Add some message processing to test_wndproc().

2010-03-19 Thread Henri Verbeet
On 19 March 2010 16:01, Alexandre Julliard wrote: > It doesn't work here: > > ../../../tools/runtest -q -P wine -M d3d8.dll -T ../../.. -p d3d8_test.exe.so > device.c && touch device.ok > device.c:1616: Test failed: Expected focus 0x60100, got (nil). > devic

Re: [PATCH 1/2] d3d8/tests: Add some message processing to test_wndproc().

2010-03-19 Thread Alexandre Julliard
Henri Verbeet writes: > --- > dlls/d3d8/tests/device.c | 22 ++ > 1 files changed, 18 insertions(+), 4 deletions(-) It doesn't work here: ../../../tools/runtest -q -P wine -M d3d8.dll -T ../../.. -p d3d8_test.exe.so device.c && touch device.ok devi

Re: [PATCH] d3d8: Display FIXME only once in ValidatePixelShader and ValidateVertexShader

2010-02-17 Thread Christian Costa
There are not scary but uselessly noisy. Having to much redondant messages doesn't help unless traces are enabled. I can always display the fixme when traces are enable if it suits you. Henri Verbeet a écrit : On 17 February 2010 11:47, Christian Costa wrote: I'm not much of a fan of the wh

Re: [PATCH] d3d8: Display FIXME only once in ValidatePixelShader and ValidateVertexShader

2010-02-17 Thread Henri Verbeet
On 17 February 2010 11:47, Christian Costa wrote: > I'm not much of a fan of the whole "let's disable the scary debug output" idea, especially since now the function becomes invisible after the first call for people doing actual debugging, unless you run with +relay. WINEDEBUG="-all" is much more

Re: d3d8: Fix a ptrdiff_t warning on 64-bit.

2010-01-11 Thread Nicolas Le Cam
2010/1/11 Alexandre Julliard : > Nicolas Le Cam writes: > >> @@ -175,7 +175,7 @@ static DWORD d3d8_allocate_handle(struct >> d3d8_handle_table *t, void *object, enu >>          entry = t->free_entries; >>          if (entry->type != D3D8_HANDLE_FREE) >>          { >> -            ERR("Handle %u(%

Re: d3d8: Fix a ptrdiff_t warning on 64-bit.

2010-01-11 Thread Alexandre Julliard
Nicolas Le Cam writes: > @@ -175,7 +175,7 @@ static DWORD d3d8_allocate_handle(struct > d3d8_handle_table *t, void *object, enu > entry = t->free_entries; > if (entry->type != D3D8_HANDLE_FREE) > { > -ERR("Handle %u(%p) is in the free list, but has type %#x

Re: d3d8 test failure, more details.

2009-12-04 Thread Stefan Dösinger
Am 04.12.2009 um 01:26 schrieb David Anderson: > Thanks to James Mckenzie and Austin English for earlier hints. I've > installed more stuff (ubuntu packages) and spent a bit more time with d3d8. > > I assume most people get these tests to work, so I'm a bit distressed I

d3d8 test failure, more details.

2009-12-03 Thread David Anderson
Thanks to James Mckenzie and Austin English for earlier hints. I've installed more stuff (ubuntu packages) and spent a bit more time with d3d8. I assume most people get these tests to work, so I'm a bit distressed I cannot seem to get them to work properly, 100%. The large amount of

Re: d3d8/tests: Avoid a crash, when CreateTexture failed

2009-11-11 Thread Detlef Riekenberg
On Mi, 2009-11-11 at 15:16 +0100, Henri Verbeet wrote: > I.e., does the attached patch work for you? yes, with 0 failures :-) d3d9 has the same code (but i cant test d3d9 on my machine). Thanks. Do you want to send the patches yourself? -- By by ... Detlef

Re: d3d8/tests: Avoid a crash, when CreateTexture failed

2009-11-11 Thread Henri Verbeet
tached patch work for you? diff --git a/dlls/d3d8/tests/stateblock.c b/dlls/d3d8/tests/stateblock.c index 30d022c..630c4de 100644 --- a/dlls/d3d8/tests/stateblock.c +++ b/dlls/d3d8/tests/stateblock.c @@ -1737,7 +1737,7 @@ static void resource_test_data_init(IDirect3DDevice8 *device, data->te

Re: [4/8] WineD3D: Set the default psizemin in d3d8, avoid the version check

2009-08-06 Thread Henri Verbeet
I think the create flags would be more robust here.

Re: d3d8: Fix the null condition in ApplyStateBlock

2009-07-22 Thread Henri Verbeet
Is 0 really special here, or should invalid handles in general just return D3D_OK? I imagine this affects IDirect3DDevice8Impl_CaptureStateBlock() as well.

Re: [1/2] D3D: Limit d3d8 and d3d9 vshader constants to 256

2009-04-24 Thread Stefan Dösinger
SION(1,1)){ > > pCaps->VertexShaderVersion = D3DVS_VERSION(1,1); > > } > > +pCaps->MaxVertexShaderConst = min(256, pCaps->MaxVertexShaderConst); > > I think you should use D3D8_MAX_VERTEX_SHADER_CONSTANTF here. Yes, indeed. I'll resend d3d8/directx.c has the same issue.

Re: [1/2] D3D: Limit d3d8 and d3d9 vshader constants to 256

2009-04-24 Thread Henri Verbeet
Not my preferred fix, but I suppose it works. > @@ -359,6 +359,7 @@ static HRESULT WINAPI > IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface > if(pCaps->VertexShaderVersion > D3DVS_VERSION(1,1)){ > pCaps->VertexShaderVersion = D3DVS_VERSION(1,1); > } > +pCaps->Max

Re: [1/10] d3d8, d3d9: Don't rely on the wined3d buffer type

2009-04-05 Thread Stefan Dösinger
Am Montag, 6. April 2009 00:30:31 schrieb Henri Verbeet: > 2009/4/4 Stefan Dösinger : > > +pDesc->Usage = pDesc->Usage; > > +pDesc->Pool = pDesc->Pool; > > +pDesc->Size = pDesc->Size; > > This is just silly. Hmm Smells like copypaste

Re: [1/10] d3d8, d3d9: Don't rely on the wined3d buffer type

2009-04-05 Thread Henri Verbeet
2009/4/4 Stefan Dösinger : > +pDesc->Usage = pDesc->Usage; > +pDesc->Pool = pDesc->Pool; > +pDesc->Size = pDesc->Size; This is just silly.

Re: [6/6] d3d8: Handles aren't supposed to be pointers.

2009-03-10 Thread Paul Vriens
Henri Verbeet wrote: Hi, +EnterCriticalSection(&d3d8_cs); +*pToken = d3d8_allocate_handle(&This->handle_table, object); LeaveCriticalSection(&d3d8_cs); Is there a need for that extra EnterCriticalSection()

Re: d3d8: some 64-bit fixes

2009-02-23 Thread Henri Verbeet
FWIW, I think the right way to fix this would be to use a handle table like for shaders.

Re: d3d8: some 64-bit fixes

2009-02-23 Thread Austin English
On Mon, Feb 23, 2009 at 1:58 AM, Henri Verbeet wrote: > 2009/2/23 Austin English : >> +STDMETHOD(ApplyStateBlock)(THIS_ DWORD_PTR Token) PURE; >> +STDMETHOD(CaptureStateBlock)(THIS_ DWORD_PTR Token) PURE; >> +STDMETHOD(DeleteStateBlock)(THIS_ DWORD_PTR Token) PURE; >> +STDMETHOD

Re: d3d8: some 64-bit fixes

2009-02-22 Thread Henri Verbeet
2009/2/23 Austin English : > +STDMETHOD(ApplyStateBlock)(THIS_ DWORD_PTR Token) PURE; > +STDMETHOD(CaptureStateBlock)(THIS_ DWORD_PTR Token) PURE; > +STDMETHOD(DeleteStateBlock)(THIS_ DWORD_PTR Token) PURE; > +STDMETHOD(CreateStateBlock)(THIS_ D3DSTATEBLOCKTYPE Type,DWORD_PTR *

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