2012/1/5 Rico Schüller :
> is a name or a handle! So the only option I see is to use the address of the
> handle as index, which would require a sorted list or something like a
> rbtree and also would be cpu expensive for comparison if the "index" is in
> the list. Keep in mind the list could get b
2012/1/5 Rico Schüller :
> Sure, it could be done that way. So we may start using normal indices (0..x)
> and put out a warning if there are too much handles around. That way we may
> see if apps use that much handles.
>
Probably a FIXME, but yeah. I suppose if needed on 64-bit we could
just map 2G
Am 05.01.2012 06:09, schrieb Henri Verbeet:
2012/1/5 Rico Schüller:
char *name="test"; address may be: name -> 0x80484c4
Now what happens if the address is equal the index of another variable?
You're not really supposed to have string pointers in the first MB or
so of your address space.
Yes,
2012/1/5 Rico Schüller :
> char *name="test"; address may be: name -> 0x80484c4
> Now what happens if the address is equal the index of another variable?
You're not really supposed to have string pointers in the first MB or
so of your address space.
> The detection by something like the address //
Am 04.01.2012 17:26, schrieb Henri Verbeet:
2012/1/5 Rico Schüller:
I'm not sure what you mean by a "normal handle table".
Do you mean a list?
It's pretty much just a table of handles. There are a couple of
different variants spread over the Wine source. For example,
http://source.winehq.org/
2012/1/5 Rico Schüller :
> I'm not sure what you mean by a "normal handle table".
>
> Do you mean a list?
>
It's pretty much just a table of handles. There are a couple of
different variants spread over the Wine source. For example,
http://source.winehq.org/git/wine.git/blob/HEAD:/dlls/ddraw/main.c
Am 04.01.2012 13:23, schrieb Henri Verbeet:
2012/1/5 Rico Schüller:
Ideally we may handle all D3DXHANDLEs the same way. Some possible solutions
are listed in [3].
Any thoughts which way is preferred?
It's not entirely clear to me from any of those links why simply using
a normal handle table w
2012/1/5 Rico Schüller :
> Ideally we may handle all D3DXHANDLEs the same way. Some possible solutions
> are listed in [3].
>
> Any thoughts which way is preferred?
>
It's not entirely clear to me from any of those links why simply using
a normal handle table wouldn't work.
Hi,
I'd like to get up the discussion for the D3DXHANLE in the
ID3DXConstantTable again. There were several tries in the past, but
there wasn't made a decision for one solution.
My opinion about the handles is, that they have to allow at least the
following options:
1. D3DXHANDLEs have to be