Re: RFC: wined3d: Implementing depth/stencil buffer locking

2011-11-03 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 03.11.2011 um 11:35 schrieb Octavian Voicu: > Crash happens in test_ddsd() in ddraw/tests/dsurface.c:4330, after > unlocking a newly created z-buffer. The surface is in video memory > when created, even if it contains junk, right? Surfaces are crea

Re: RFC: wined3d: Implementing depth/stencil buffer locking

2011-11-03 Thread Octavian Voicu
On Wed, Nov 2, 2011 at 3:41 PM, Henri Verbeet wrote: > I'm not sure all that matter a whole lot here though, the more > interesting question is probably how you managed to get the surface to > be in the offscreen location without a swapchain. According to git blame, Stefan managed to do that :)

Re: RFC: wined3d: Implementing depth/stencil buffer locking

2011-11-02 Thread Henri Verbeet
On 2 November 2011 11:59, Octavian Voicu wrote: > 1) make dsurface.ok in ddraw/tests crashes in context_acquire > (wined3d/context.c:2456) called from surface_load_location > (wined3d/surface.c:6323), I'm guessing  in because there is no > swapchain. How can I prevent this crash and still get a co

RFC: wined3d: Implementing depth/stencil buffer locking

2011-11-02 Thread Octavian Voicu
Hi, Here is a first shot at implementing depth/stencil buffer locking in wined3d. Currently depth/stencil buffer locations are onscreen and offscreen, with transitions between the two states done in load_ds_location. I added another location, sysmem, and implemented transitions from offscreen to