Re: [PATCH] wined3d: Fix per-stage constant in GLSL fixed function pipeline + add tests. (try 2)

2013-09-04 Thread Matteo Bruni
2013/9/4 Christian Costa : > This patch fixes part of bug 33606 and 31918. > > The current code generates shaders that support per-stage constant but does > not declare the variables used causing thus compilation failures. > With this patch, these variables are declared and updated when needed. Te

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-26 Thread Christian Costa
Le 26/06/2013 09:10, Henri Verbeet a écrit : On 25 June 2013 18:26, Stefan Dösinger wrote: While I agree with Henri's statement to some extend - patch reviewing is a terribly exhausting task - I think the statement was a bit harsh to say to someone who donates his personal time to the project.

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-26 Thread Henri Verbeet
On 25 June 2013 18:26, Stefan Dösinger wrote: > While I agree with Henri's statement to some extend - patch reviewing > is a terribly exhausting task - I think the statement was a bit harsh > to say to someone who donates his personal time to the project. > Well, I could try to sugarcoat it a bit,

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Christian Costa
Thanks Stefan! No problem with me. I don't take it personnally. :) I'm not statisfied with the submission/review with some criterias which are sometimes rules, sometimes tastes, with patches (not necessarily mine) that remain in the new state without any comments while another with a missing dot wo

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Christian Costa
2013/6/25 Henri Verbeet > On 25 June 2013 11:05, Christian Costa wrote: > > 2013/6/25 Henri Verbeet > >> At least try to pretend you put > >> some effort into making sure the patch is as good as it can be before > >> submitting it. > > > > > > I could have send the patch to wine-devel first but

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Henri Verbeet
On 25 June 2013 11:05, Christian Costa wrote: > 2013/6/25 Henri Verbeet >> At least try to pretend you put >> some effort into making sure the patch is as good as it can be before >> submitting it. > > > I could have send the patch to wine-devel first but would I get something > longer that "seve

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Christian Costa
2013/6/25 Henri Verbeet > On 24 June 2013 16:44, Matteo Bruni wrote: > > @@ -1673,6 +1673,8 @@ struct texture_stage_op > > unsignedaarg2 : 8; > > unsignedaarg0 : 8; > > > > +DWORD constant; > > + > > struct color_fixup_desc col

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-24 Thread Henri Verbeet
On 24 June 2013 16:44, Matteo Bruni wrote: > @@ -1673,6 +1673,8 @@ struct texture_stage_op > unsignedaarg2 : 8; > unsignedaarg0 : 8; > > +DWORD constant; > + > struct color_fixup_desc color_fixup; > unsignedt

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-24 Thread Christian Costa
I'm not Henri but I can mention a number of issues (which might or might not match with Henri's). +for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) You probably want to generate this code only for texture stages actually using constants. Yes.

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-24 Thread Matteo Bruni
2013/6/24 Christian Costa : > Le 24/06/2013 09:24, Henri Verbeet a écrit : > >> On 23 June 2013 21:57, Christian Costa wrote: >>> >>> When D3DTA_CONSTANT is use in a texture stage, the generated shader uses >>> variables that are not defined making thus the compilation to fail. >>> This patch decl

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-24 Thread Christian Costa
Le 24/06/2013 09:24, Henri Verbeet a écrit : On 23 June 2013 21:57, Christian Costa wrote: When D3DTA_CONSTANT is use in a texture stage, the generated shader uses variables that are not defined making thus the compilation to fail. This patch declare these variables with the value from the rel

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-24 Thread Henri Verbeet
On 23 June 2013 21:57, Christian Costa wrote: > When D3DTA_CONSTANT is use in a texture stage, the generated shader uses > variables that are not defined making thus the compilation to fail. > This patch declare these variables with the value from the related texture > stage state D3D_TSS_CONSTA

Re: [PATCH] wined3d: Only display a fixme when software processing is requested in wined3d_device_set_software_vertex_processing.

2013-05-17 Thread Christian Costa
2013/5/17 Austin English > On Thu, May 16, 2013 at 2:26 PM, Christian Costa > wrote: > > Also remove fixme in wined3d_device_get_software_vertex_processing since > it does what it is supposed to do. > > --- > > dlls/wined3d/device.c | 12 ++-- > > 1 file changed, 2 insertions(+), 10 d

Re: [PATCH] wined3d: Only display a fixme when software processing is requested in wined3d_device_set_software_vertex_processing.

2013-05-16 Thread Austin English
On Thu, May 16, 2013 at 2:26 PM, Christian Costa wrote: > Also remove fixme in wined3d_device_get_software_vertex_processing since it > does what it is supposed to do. > --- > dlls/wined3d/device.c | 12 ++-- > 1 file changed, 2 insertions(+), 10 deletions(-) > > diff --git a/dlls/wine

Re: [PATCH] wined3d: Add a registry key to configure buffer object placement

2013-04-01 Thread Henri Verbeet
On 1 April 2013 10:30, Stefan Dösinger wrote: > +if (wined3d_settings.placebo == PLACEBO_VIDMEM) > +{ > +TRACE("Placing buffer %p in video memory\n", This); > +glHint(This->buffer_type_hint, GL_FASTEST); > +} > + I'm going to go out on a limb and call April fools on thi

Re: [PATCH] wined3d: Ignore clears if count = 0 and rects != NULL

2013-01-23 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-01-23 13:36, schrieb Stefan D￶singer: > I was under the assumption that we already had a test for that - > those interfaces expect both count and rectangle to be non-zero, > otherwise they return an error. > > I can't find the test right now,

Re: [PATCH] wined3d: Ignore clears if count = 0 and rects != NULL

2013-01-23 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-01-23 13:28, schrieb Henri Verbeet: > Although I don't expect a difference in behaviour, it probably > wouldn't hurt to add tests for the other ddraw versions as well > (i.e. through the viewport interface). I was under the assumption that we

Re: [PATCH] wined3d: Ignore clears if count = 0 and rects != NULL

2013-01-23 Thread Henri Verbeet
On 23 January 2013 13:14, Stefan Dösinger wrote: > dlls/d3d8/tests/visual.c | 17 + > dlls/d3d9/tests/visual.c | 16 > dlls/ddraw/tests/ddraw7.c | 36 > dlls/wined3d/device.c | 6 ++ > 4 files changed, 75 insertions(

Re: [Patch] wined3d: Add Recognition of NVIDIA GeForce GTX 660 Ti (Modified)

2012-12-02 Thread Henri Verbeet
On 2 December 2012 01:10, Jiang Yike wrote: > {"NVE4",CARD_NVIDIA_GEFORCE_GTX680}, > +{"NVE4",CARD_NVIDIA_GEFORCE_GTX660Ti}, This makes no sense.

Re: [PATCH] wined3d: move texture reference decrement to end of usage (Coverity)

2012-09-29 Thread Henri Verbeet
On 29 September 2012 11:14, Marcus Meissner wrote: > Hi, > > I do not fully understand all this, but it seem the decref needs to > be behind the last usage of prev. > Sort of. It's probably better to do it like this, but a non-zero bind_count implies a non-zero reference count as well, so in pract

Re: [PATCH] wined3d: Add a switch to preserve vertex buffer copy in system memory.

2012-07-02 Thread Stefan Dösinger
Am 01.07.2012 12:43 schrieb "Henri Verbeet" > In general we don't do hacks like this. The VBOs in question might be managed pool buffers, which would make keeping the sysmem around less hacky. The unforunate issue is that other games(namely Source Engine games, probably others too) allocate hundre

Re: [PATCH] wined3d: Add a switch to preserve vertex buffer copy in system memory.

2012-07-01 Thread Henri Verbeet
In general we don't do hacks like this.

Re: [PATCH] wined3d: When releasing resources, don't perform any other operations on device if it has been released.

2012-04-01 Thread Christian Costa
Le 01/04/2012 01:49, Henri Verbeet a écrit : My first guess would be to check if vertex buffers are perhaps supposed to take a reference to the D3D interface. Ok. I will write a test to check that.

Re: [PATCH] wined3d: When releasing resources, don't perform any other operations on device if it has been released.

2012-03-31 Thread Henri Verbeet
On 31 March 2012 23:30, Christian Costa wrote: > Do you have a better idea ? > My first guess would be to check if vertex buffers are perhaps supposed to take a reference to the D3D interface. > Btw, the problem is easily reproductible. The bugzlla entry contain the > download link. > Yes, we hav

Re: [PATCH] wined3d: When releasing resources, don't perform any other operations on device if it has been released.

2012-03-31 Thread Christian Costa
Le 31/03/2012 22:46, Henri Verbeet a écrit : This looks wrong. Is there a legitimate way that this can happen? The FIXME in wined3d_device_decref says : FIXME("Device released with resources still bound, acceptable but unexpected.\n"); If this is "acceptable", resources must not use the d

Re: [PATCH] wined3d: When releasing resources, don't perform any other operations on device if it has been released.

2012-03-31 Thread Henri Verbeet
This looks wrong. Is there a legitimate way that this can happen?

Re: [PATCH] wined3d: Do not use double-buffered dynamic buffers (try 2)

2012-02-29 Thread Henri Verbeet
On 29 February 2012 13:32, Stefan Dösinger wrote: > Fine with me, just don't blame me that those bugs aren't fixed :-) Yeah well, 27600 was reported in June last year.

Re: [PATCH] wined3d: Do not use double-buffered dynamic buffers (try 2)

2012-02-29 Thread Stefan Dösinger
Am Mittwoch, 29. Februar 2012, 11:54:11 schrieb Henri Verbeet: > I guess I didn't explicitly say it yesterday, but I think this should > be deferred and fixed properly after 1.4. While in principle dropping > VBOs might be ok as a temporary fix for the release, the vertex / > index buffer code is p

Re: [PATCH] wined3d: Do not use double-buffered dynamic buffers (try 2)

2012-02-29 Thread Henri Verbeet
On 29 February 2012 11:12, Stefan Dösinger wrote: > try 2: Invalidate the index buffer state as well, as the buffer might be > an index buffer. > > Otherwise unmodified reesend after the discussion from yesterday. This > is for bugs 29079, 29897(suspected) and 30019. > I guess I didn't explicitly

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-25 Thread Stefan Dösinger
Am 25.01.2012 14:40 schrieb "Andrew Eikum" : > What about > changing them to WARN so that they don't print to the console by > default? Everyone knows there are workarounds, but is anyone really > gaining anything by having these flood the console? I agree with this sentiment, althougj Henri's poin

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-25 Thread Andrew Eikum
On Wed, Jan 25, 2012 at 02:03:04PM +0100, Henri Verbeet wrote: > The code looks like it would do what was intended to me. The problem I > have with it, and I'm pretty sure I've mentioned this before, is that > reducing debug output shouldn't be a goal on its own. If you're a > user, and the message

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-25 Thread Henri Verbeet
On 25 January 2012 01:25, Francois Gouget wrote: > I don't pretend to know what Henry meant but reported_once is not > initialized. It's probably put into a zero-initialized section by the > compiler but it looks worrying to me (I believe something like this has > been debated on the Linux kernel

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-25 Thread Nicolas Le Cam
2012/1/25 Nicolas Le Cam : > 2012/1/25 Francois Gouget : >> On Wed, 25 Jan 2012, Detlef Riekenberg wrote: >> >>> On Sun, 2012-01-22 at 19:53 +0100, Henri Verbeet wrote: >>> > On 22 January 2012 19:44, Detlef Riekenberg wrote: >>> > > -    if (usage & ~handled) >>> > > +    static DWORD reported_on

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-24 Thread Nicolas Le Cam
2012/1/25 Francois Gouget : > On Wed, 25 Jan 2012, Detlef Riekenberg wrote: > >> On Sun, 2012-01-22 at 19:53 +0100, Henri Verbeet wrote: >> > On 22 January 2012 19:44, Detlef Riekenberg wrote: >> > > -    if (usage & ~handled) >> > > +    static DWORD reported_once; >> > > + >> > > +    if (usage

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-24 Thread Francois Gouget
On Wed, 25 Jan 2012, Detlef Riekenberg wrote: > On Sun, 2012-01-22 at 19:53 +0100, Henri Verbeet wrote: > > On 22 January 2012 19:44, Detlef Riekenberg wrote: > > > -if (usage & ~handled) > > > +static DWORD reported_once; > > > + > > > +if (usage & ~(handled | reported_once)) > > >

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-24 Thread Detlef Riekenberg
On Sun, 2012-01-22 at 19:53 +0100, Henri Verbeet wrote: > On 22 January 2012 19:44, Detlef Riekenberg wrote: > > -if (usage & ~handled) > > +static DWORD reported_once; > > + > > +if (usage & ~(handled | reported_once)) > > +{ > > +reported_once |= (usage & ~handled); > >

Re: [PATCH] wined3d: Reduce console flood with an Ogre3D Game

2012-01-22 Thread Henri Verbeet
On 22 January 2012 19:44, Detlef Riekenberg wrote: > -    if (usage & ~handled) > +    static DWORD reported_once; > + > +    if (usage & ~(handled | reported_once)) > +    { > +        reported_once |= (usage & ~handled); >         FIXME("Unhandled usage flags %#x.\n", usage & ~handled); > +    }

Re: [PATCH] wined3d: Fixes some windows to receive mouse clicks

2011-12-16 Thread Henri Verbeet
On 14 December 2011 23:45, wrote: > @@ -871,6 +871,13 @@ static HRESULT swapchain_init(struct wined3d_swapchain > *swapchain, WINED3DSURFTY >     swapchain->win_handle = window; >     swapchain->device_window = window; > > +    if (!desc->windowed && window) > +    { > +        wined3d_device_se

Re: [PATCH] wined3d: Dont just print a FIXME on error, handle it (Coverity)

2011-06-11 Thread Henri Verbeet
On 11 June 2011 17:26, Marcus Meissner wrote: >     if (state <= HIGHEST_TRANSFORMSTATE) > +    { >         mat = &device->updateStateBlock->state.transforms[state]; > +    } >     else > +    { >         FIXME("Unhandled transform state %#x.\n", state); > +        return WINED3D_OK; > +    } > Th

Re: [PATCH] wined3d: Dont just print a FIXME on error, handle it (Coverity)

2011-06-11 Thread Stefan Dösinger
On Saturday 11 June 2011 11:17:58 Marcus Meissner wrote: > else > +{ > FIXME("Unhandled transform state %#x.\n", state); > +return WINED3DERR_INVALIDCALL; > +} Please return WINED3D_OK, like wined3d_device_set_sampler_state and other setters. Native doesn't do this ki

Re: [PATCH] wined3d: Mark wined3d_pixel_format with hidden visibility

2011-05-24 Thread Henri Verbeet
On 13 May 2011 18:27, Marcus Meissner wrote: > @@ -1273,7 +1273,7 @@ struct wined3d_pixel_format >     BOOL doubleBuffer; >     int auxBuffers; >     int numSamples; > -} wined3d_pixel_format; > +} wined3d_pixel_format DECLSPEC_HIDDEN; > No, that's wrong. It's not supposed to be a variable at all,

Re: [PATCH] wined3d: correctly guess_card_vendor() for gallium r600 drivers

2010-11-08 Thread Henri Verbeet
On 8 November 2010 05:52, Brian Paterni wrote: > Indeed, I was wondering about that... Also, I realized after submitting my > previous email that checking for "X.Org" in gl_vendor_string is probably > unnecessary as well, so I removed that portion from the following: Couple of points: - Killing t

Re: [PATCH] wined3d: correctly guess_card_vendor() for gallium r600 drivers

2010-11-07 Thread Brian Paterni
On Sun, Nov 07, 2010 at 06:48:22PM -0800, Austin English wrote: > Howdy Brian, > > You're mixing tabs and spaces. Please use consistent spacing, as the > rest of the file does. Indeed, I was wondering about that... Also, I realized after submitting my previous email that checking for "X.Org" in g

Re: [PATCH] wined3d: correctly guess_card_vendor() for gallium r600 drivers

2010-11-07 Thread Austin English
On Sun, Nov 7, 2010 at 2:08 PM, Brian Paterni wrote: > Hello, I've been receiving a couple "unrecognized GL_VENDOR" fixme's lately > and > decided to poke around wine's source. I've found that > wined3d_guess_card_vendor > does not return the correct enum for people running mesa's r600g driver,

Re: [PATCH] wined3d: Add missing ckey, fx, and pal directdraw caps.

2010-09-01 Thread Stefan Dösinger
Looks OK to me. (unless there are whitespace issues which I can't see in my current mail client) Am 01.09.2010 um 06:44 schrieb Octavian Voicu: > Fixes regression described in bug 24226. > --- > dlls/wined3d/directx.c |7 ++- > 1 files changed, 6 insertions(+), 1 deletions(-) > > diff --gi

Re: [PATCH] wined3d: Display correctly TEXT comments by printing lines separately

2010-03-01 Thread Christian Costa
Henri Verbeet a écrit : On 1 March 2010 23:46, Christian Costa wrote: Altough TRACE will not display anything if the traces are enabled, I would have tested the channel before even entering this code part. shader_trace_init() is only called when traces are enabled. Indeed. As th

Re: [PATCH] wined3d: Display correctly TEXT comments by printing lines separately

2010-03-01 Thread Henri Verbeet
On 1 March 2010 23:46, Christian Costa wrote: > Altough TRACE will not display anything if the traces are enabled, I would > have tested the channel before even entering > this code part. > shader_trace_init() is only called when traces are enabled.

Re: [PATCH] wined3d: Display correctly TEXT comments by printing lines separately

2010-03-01 Thread Christian Costa
Henri Verbeet a écrit : On 1 March 2010 09:39, Christian Costa wrote: Still not quite right, I'm afraid. For example, the following doesn't work: +while (i < size) +{ +/* Find end of line */ +while (

Re: [PATCH] wined3d: Display correctly TEXT comments by printing lines separately

2010-03-01 Thread Henri Verbeet
On 1 March 2010 09:39, Christian Costa wrote: > Still not quite right, I'm afraid. For example, the following doesn't work: > +while (i < size) > +{ > +/* Find end of line */ > +while ((str[i] != 0) && (str[i]

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled (try 2)

2010-02-18 Thread Christian Costa
Henri Verbeet a écrit : On 17 February 2010 17:54, Christian Costa wrote: +if (TRACE_ON(d3d_shader)) +{ +int size = strlen(comment) + 1; +char* str = (char*)HeapAlloc(GetProcessHeap(), 0, size); +int i = 0; +

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled (try 2)

2010-02-18 Thread Henri Verbeet
On 17 February 2010 17:54, Christian Costa wrote: > +if (TRACE_ON(d3d_shader)) > +{ > +int size = strlen(comment) + 1; > +char* str = (char*)HeapAlloc(GetProcessHeap(), 0, size); > +int i = 0; > +char* line = s

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled

2010-02-17 Thread Stefan Dösinger
>> Wrt comments, having displayed the comments that explain the assembly code >> is not uninteresting at all imo. I'm tempted to keep then displayed. >> > I have *never* used the comments to fixed a bug, or seen particularly > interesting ones, for that matter. Regardless, if it works for you > th

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled

2010-02-17 Thread Henri Verbeet
On 17 February 2010 13:22, Christian Costa wrote: > I don't see your point using debugstr_an. My code does all the needed job. It's unvalidated external data, special characters should be escaped. > Wrt comments, having displayed the comments that explain the assembly code > is not uninteresting

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled

2010-02-17 Thread Christian Costa
Henri Verbeet a écrit : On 17 February 2010 11:47, Christian Costa wrote: It should use debugstr_an() in the first place. You could have a go at splitting it into separate lines if needed after that, but I can't think of a whole lot of cases where the comments are really useful. I do

Re: [PATCH] wined3d: Split comments in separate line to avoid buffer overflow when traces are enabled

2010-02-17 Thread Henri Verbeet
On 17 February 2010 11:47, Christian Costa wrote: > It should use debugstr_an() in the first place. You could have a go at splitting it into separate lines if needed after that, but I can't think of a whole lot of cases where the comments are really useful.

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-17 Thread Christian Costa
Henri Verbeet a écrit : On 17 February 2010 00:28, Stefan Dösinger wrote: No, the pipeline part that would implement this(vertex) should set a state handler that prints a WARN for each defined but unimplemented stage. Sure, but that doesn't mean you can't catch undefined states as well

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-17 Thread Henri Verbeet
On 17 February 2010 00:28, Stefan Dösinger wrote: > No, the pipeline part that would implement this(vertex) should set a state > handler that prints a WARN for each defined but unimplemented stage. Sure, but that doesn't mean you can't catch undefined states as well. E.g. something along the lines

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Stefan Dösinger
On Tuesday 16 February 2010 22:18:50 Henri Verbeet wrote: > Tweening is indeed unimplemented. We should probably catch > unimplemented render states in IWineD3DDeviceImpl_SetRenderState() > though. No, the pipeline part that would implement this(vertex) should set a state handler that prints a WAR

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Henri Verbeet
On 16 February 2010 21:55, Christian Costa wrote: > That's clearer. Thanks. > I've just tested your patch. The incriminated state is > WINED3DRS_TWEENFACTOR. > I haven't investigated much though... > Tweening is indeed unimplemented. We should probably catch unimplemented render states in IWineD3D

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Christian Costa
Henri Verbeet a écrit : On 16 February 2010 19:32, Christian Costa wrote: So we should never enter this function at all. Right ? Yes. And what do you mean by "something is broken" ? Are you talking about wined3d code ? It means there's code that marks a state dirty that does

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Henri Verbeet
On 16 February 2010 19:32, Christian Costa wrote: > So we should never enter this function at all. Right ? Yes. > And what do you mean by "something is broken" ? Are you talking about > wined3d code ? It means there's code that marks a state dirty that doesn't exist. Typically that's because the

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Christian Costa
Henri Verbeet a écrit : On 16 February 2010 13:45, Christian Costa wrote: Ok. What about doing the following : - when state is 0, don't print any message because it's normal - when state is not 0, print the state to have a meaningfull message No, if you see that message at all, someth

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Henri Verbeet
On 16 February 2010 13:45, Christian Costa wrote: > Ok. What about doing the following : > - when state is 0, don't print any message because it's normal > - when state is not 0, print the state to have a meaningfull message > No, if you see that message at all, something is broken, that's why it'

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Christian Costa
Henri Verbeet a écrit : On 16 February 2010 12:25, Christian Costa wrote: Did you test this? "state" is supposed to be always 0. Also, debug_d3dstate() is much more readable than the state number. Yes I tested it. Indeed, it's 0. Ok. I will send a new patch using debug_d3dstate. Tha

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Henri Verbeet
On 16 February 2010 12:25, Christian Costa wrote: >> Did you test this? "state" is supposed to be always 0. Also, >> debug_d3dstate() is much more readable than the state number. >> > Yes I tested it. Indeed, it's 0. > Ok. I will send a new patch using debug_d3dstate. Thanks. > That also means the

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Christian Costa
Henri Verbeet a écrit : On 16 February 2010 11:49, Christian Costa wrote: -ERR("Undefined state.\n"); +ERR("Undefined state %d\n", state); Did you test this? "state" is supposed to be always 0. Also, debug_d3dstate() is much more readable than the state number. Yes I te

Re: [PATCH] wined3d: Display state in state_undefined

2010-02-16 Thread Henri Verbeet
On 16 February 2010 11:49, Christian Costa wrote: > -ERR("Undefined state.\n"); > +ERR("Undefined state %d\n", state); Did you test this? "state" is supposed to be always 0. Also, debug_d3dstate() is much more readable than the state number.

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-11 Thread Stefan Dösinger
Am 11.01.2010 um 15:11 schrieb Henri Verbeet: > 2010/1/11 Christian Costa : >> That's better but there are still "err:d3d:state_undefined Undefined state." >> errors. >> 6 in total. One for each unavailable stage. >> > That's weird, it should hit the DebugBreak() in either > Context_MarkStateDir

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-11 Thread Henri Verbeet
2010/1/11 Christian Costa : > That's better but there are still "err:d3d:state_undefined Undefined state." > errors. > 6 in total. One for each unavailable stage. > That's weird, it should hit the DebugBreak() in either Context_MarkStateDirty() or IWineD3DDeviceImpl_MarkStateDirty() when it tries t

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-11 Thread Christian Costa
Henri Verbeet a écrit : 2010/1/6 Christian Costa : The fixmes disapear but I get tons of err:d3d:state_undefined Undefined state which is worst. Log attached. How does the attached patch work? That's better but there are still "err:d3d:state_undefined Undefined state." errors. 6 i

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-11 Thread Henri Verbeet
2010/1/6 Christian Costa : > The fixmes disapear but I get tons of err:d3d:state_undefined Undefined > state which is worst. Log attached. > How does the attached patch work? diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 2aec7d6..72e1ae3 100644 --- a/dlls/wined3d/context.c +++

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-06 Thread Henri Verbeet
2010/1/5 Christian Costa : > Here it is. The fixme message is : > fixme:d3d:set_tex_op_nvrc > GL_INVALID_ENUM (0x500) from > set_tex_op_nvrc() @ nvidia_texture_shader.c / 460 > Looks like the context creation code invalidates those states simply because they exist. Does the attached

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-02 Thread Henri Verbeet
A +d3d,+d3d_caps log would probably be a good start.

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-01 Thread Stefan Dösinger
> Yeah. A rather old one... ;-) > > I don't know this code much but I would say it is partly 2 and 3. Is a FIXME > suitable then ? This would be much more informative that just GL errors. I'd prefer if we could track down the real issue. There might still be some confusion between texture stages

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-01 Thread Christian Costa
Stefan Dösinger a écrit : +if (stage > (gl_info->limits.texture_stages-1)) +{ + ERR("Texture stage %d invalid (only %d availables)\n", stage, gl_info->limits.texture_stages); + return; +} In which situations does this occur? I guess its on some older nvidia GPU.

Re: [PATCH] wined3d: Do not try to use not available texture stages in set_tex_op_nvr

2010-01-01 Thread Stefan Dösinger
> +if (stage > (gl_info->limits.texture_stages-1)) > +{ > + ERR("Texture stage %d invalid (only %d availables)\n", stage, > gl_info->limits.texture_stages); > + return; > +} In which situations does this occur? I guess its on some older nvidia GPU. I don't like the ERR

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Stefan Dösinger
Am Sonntag, 14. Juni 2009 17:40:39 schrieb Henri Verbeet: > 2009/6/14 Stefan Dösinger : > >> Here: > >> /home/marcus/projects/wine/dlls/d3d9/device.c: In > >> Funktion »reset_enum_callback«: > > > > Does the attached patch fix the issue? > > I have a patch touching that code, could you wait with se

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Henri Verbeet
2009/6/14 Stefan Dösinger : >> Here: >> /home/marcus/projects/wine/dlls/d3d9/device.c: In >> Funktion »reset_enum_callback«: > Does the attached patch fix the issue? > I have a patch touching that code, could you wait with sending it in a bit? (I could also rebase it and send it in.)

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Marcus Meissner
On Sun, Jun 14, 2009 at 05:29:39PM +0200, Stefan Dösinger wrote: > > Here: > > /home/marcus/projects/wine/dlls/d3d9/device.c: In > > Funktion »reset_enum_callback«: > Does the attached patch fix the issue? Yes it does. Ciao, Marcus

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Stefan Dösinger
> Here: > /home/marcus/projects/wine/dlls/d3d9/device.c: In > Funktion »reset_enum_callback«: Does the attached patch fix the issue? diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c index 9d02539..578d783 100644 --- a/dlls/d3d9/device.c +++ b/dlls/d3d9/device.c @@ -424,7 +424,8 @@ static BOOL

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Marcus Meissner
On Sun, Jun 14, 2009 at 04:30:30PM +0200, Stefan Dösinger wrote: > Am Sonntag, 14. Juni 2009 14:26:53 schrieb Marcus Meissner: > > Hi, > > > > gcc 4.5trunk warned that we do not handle case 7 (D3DRTYPE_INDEXBUFFER), > > so add it here too. > There's a reason why this doesn't exist - WineD3D has ind

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Stefan Dösinger
Am Sonntag, 14. Juni 2009 14:26:53 schrieb Marcus Meissner: > Hi, > > gcc 4.5trunk warned that we do not handle case 7 (D3DRTYPE_INDEXBUFFER), > so add it here too. There's a reason why this doesn't exist - WineD3D has index and vertex buffers merged, so there is no such thing as a specialized ind

Re: patch wined3d

2009-05-28 Thread James McKenzie
Pavel Prochazka wrote: >static HRESULT WINAPI IWineGDISwapChainImpl_Present(IWineD3DSwapChain *iface, >CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, >CONST >RGNDATA *pDirtyRegion, DWORD dwFlags) { > IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface; >-

Re: patch wined3d

2009-05-26 Thread Stefan Dösinger
Am Dienstag, 26. Mai 2009 18:13:49 schrieb Pavel Prochazka: Is there any reason why we'd want 32 backbuffer swapchains? The currentl limit comes from d3d9(no more than 3 backbuffers allowed). We can certainly change it, but I doubt that any Windows driver supports that in ddraw. If there is no

Re: patch wined3d

2009-05-26 Thread Henri Verbeet
2009/5/26 Pavel Prochazka : > +»··int i=1; > + > +»··/*it moves all backbuffers by 1 to left form id = 1, > +»··the backbuffer swap to frontbuffer and frontbuffer swaps to the end > of chain > +»··Something like this: > +»··»···»···»···»···»···»···»·

Re: [PATCH] wined3d: Implement check for shader creation if hardware supports requested version.

2008-12-17 Thread Henri Verbeet
2008/12/17 Pauli Nieminen : > On Wed, Dec 17, 2008 at 10:51 AM, Henri Verbeet wrote: >> If creation succeeds, you need to Release the shader again. Same goes >> for the pixel shader version of this function. > > I tried to search for example of releasing shaders from the test file but > when I co

Re: [PATCH] wined3d: Implement check for shader creation if hardware supports requested version.

2008-12-17 Thread Pauli Nieminen
On Wed, Dec 17, 2008 at 10:51 AM, Henri Verbeet wrote: > 2008/12/17 Pauli Nieminen : > > +static inline void test_create_vshader_version_check(IDirect3DDevice9 > *device_ptr, const D3DCAPS9 *caps, > > +const DWORD version, const DWORD *shader_code) > > +{ > > +IDirect3DVertexShader9 *

Re: [PATCH] wined3d: Implement check for shader creation if hardware supports requested version.

2008-12-17 Thread Henri Verbeet
2008/12/17 Pauli Nieminen : > +static inline void test_create_vshader_version_check(IDirect3DDevice9 > *device_ptr, const D3DCAPS9 *caps, > +const DWORD version, const DWORD *shader_code) > +{ > +IDirect3DVertexShader9 *vshader_ptr = 0; > +HRESULT hret = 0; > + > +hret = IDirec

Re: [PATCH] wined3d: Fix the OpenGL driver version for Mac OS X NVIDIA driver.

2008-07-24 Thread Huang, Zhangrong
Hi, 2008/7/24 Michael Karcher <[EMAIL PROTECTED]>: > > What is the advantage of that compared to >major = strtol(gl_string, &gl_string_cursor,10); > ? > > Or even replace the whole scanning code by > >if(sscanf(gl_string, "%d.%d", &major, &minor) != 2) >ERR_(d3d_cap

Re: [PATCH] wined3d: Fix the OpenGL driver version for Mac OS X NVIDIA driver.

2008-07-24 Thread Michael Karcher
Am Donnerstag, den 24.07.2008, 00:55 +0800 schrieb Huang, Zhangrong: > Hi, > I tried run World of Warcraft on Mac OS X with X11 and NVIDIA card, > got the following error messages: > > err:d3d_caps:IWineD3DImpl_FillGLCaps Invalid nVidia version string: > "1.5 NVIDIA-1.5.24" > err:d3d_caps:IWineD3D

please disregard my patch " wined3d: add surface convertor from D3DFMT_X8R8G8B8 to D3DFMT_R5G6B5"

2008-07-13 Thread Victor
Hello. I ask to disregard patch " wined3d: add surface convertor from D3DFMT_X8R8G8B8 to D3DFMT_R5G6B5" (d15c66beeb5ab7130161278d0ee86ee79aed.diff) I've sent yesterday. There are minor errors in masks used within x8r8g8b8_to_x5r6g5 that might cause minor graphical artefacts o

Re: [PATCH] wined3d: Pass correct coord parameter to texture*DProj functions

2007-08-04 Thread H. Verbeet
On 04/08/07, Vitaly Budovski <[EMAIL PROTECTED]> wrote: > --- > dlls/wined3d/glsl_shader.c |9 + > 1 files changed, 9 insertions(+), 0 deletions(-) > This patch is plain wrong. The caller of shader_glsl_get_sample_function() is responsible for correctly adding the correct component f

Re: [PATCH] wined3d: IWineD3DDeviceImpl_Clear: list Color parameter in the trace.

2007-05-19 Thread H. Verbeet
On 12/05/07, Erik Inge Bolsø <[EMAIL PROTECTED]> wrote: -TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Z (%f), Stencil (%d)\n", This, - Count, pRects, Flags, Z, Stencil); +TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (%f %f %f %f), Z (%f), Stencil (%d)\n", This, +

Re: [PATCH] wined3d: debug_d3dusage: prettyprint a flag combination

2007-05-19 Thread H. Verbeet
On 12/05/07, Erik Inge Bolsø <[EMAIL PROTECTED]> wrote: --- dlls/wined3d/utils.c |1 + 1 files changed, 1 insertions(+), 0 deletions(-) diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index c444232..4db0622 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -238,6 +238

Re: Regression in patch wined3d: Implement D3DSIO_MOVAin ARB backend.

2006-10-30 Thread Aric Cyr
Ivan Gyurdiev gmail.com> writes: > that's because Jason seems to have introduced order requirements on the > table that weren't previously there. The mnxn implementation will > attempt to access the table as an array, which will break once MOVA is > moved before DP3: > > glsl_shader.c:

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-30 Thread Ivan Gyurdiev
Mirek wrote: Ok, i just found why is it not working with this patch, and why is it working without this patch. It is based on position of definition MOVA in vertexshader.c, if MOVA is on "after patch" position it is not working, but if i move line " {WINED3DSIO_MOVA, "mova", NULL, 1, 2, vshader_

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Mirek
Ok, i just found why is it not working with this patch, and why is it working without this patch. It is based on position of definition MOVA in vertexshader.c, if MOVA is on "after patch" position it is not working, but if i move line " {WINED3DSIO_MOVA, "mova", NULL, 1, 2, vshader_mova, vshader_

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: Here is log with 3DMark running for about 3 seconds with patch and without, trace+d3d. http://www.czela.net/pub/Czela_Debian_2.5/mirek/wine/regression/3DMark03.tar.gz There's no mova instruction in that log. ...grep for mova, or for "unrecognized" or "Unrecognized" or

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Ivan Gyurdiev
Here is log with 3DMark running for about 3 seconds with patch and without, trace+d3d. http://www.czela.net/pub/Czela_Debian_2.5/mirek/wine/regression/3DMark03.tar.gz There's no mova instruction in that log.

  1   2   >