On 15 September 2013 14:25, Akihiro Sagawa wrote:
>
> diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c
> index 83cdaf9..9f9e12a 100644
> --- a/dlls/d3d8/tests/device.c
> +++ b/dlls/d3d8/tests/device.c
> @@ -1308,7 +1308,7 @@ static void test_reset(void)
> D3DFMT_R5G
On 15 September 2013 17:50, matyapiro31 wrote:
> + * wine is free software; you can redistribute it and/or
> + * modify it under the terms of the GNU Lesser General Public
> + * License as published by the Free Software Foundation; either
> + * version 2.1 of the License, or (at your option) any l
>In the past months I have been working on a command stream / worker
>thread for wined3d. It moves most OpenGL calls into a separate thread
>to improve performance (bug 11674) and fix some bugs that are
>otherwise hard to fix (24684).
Thank you, Stefan!
I applied your patches to the Ubuntu PPA th
On 15 September 2013 21:47, Forest wrote:
> I wonder if the 80%+ gains reported in other games are not to be seen in
> Guild Wars 2, or if they're heavily dependent on CPU, GPU, graphics driver,
> and screen resolution.
>
> For the record, I'm using an Intel i5-3570K (stock speeds), GeForce GTX
>
>In general, this patchset helps more for mostly CPU limited
>applications than for mostly GPU limited applications. That roughly
>means that in general you'll see a larger difference on lower
>resolutions or with less demanding applications / graphics settings,
>and that you'll see a larger differ
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Am 2013-09-15 21:47, schrieb Forest:
>> In the past months I have been working on a command stream /
>> worker thread for wined3d. It moves most OpenGL calls into a
>> separate thread to improve performance (bug 11674) and fix some
>> bugs that are oth
On 09/15/2013 04:25 PM, Akihiro Sagawa wrote:
hr = IUnknown_QueryInterface(reader_input,&IID_IStream, (void**)&stream2);
-ok(hr == E_NOINTERFACE, "Expected S_OK, got %08x\n", hr);
+ok(hr == E_NOINTERFACE, "Expected E_NOINTERFACE, got %08x\n", hr);
As Henri said, it's not that use
2013/9/15 Nikolay Sivov
> You could add CopyFile2 style callback function in our code, pass
> everything you need as 'pvCallbackContext', that could be CopyFileEx
> callback pointer or pointer to a structure that contains
> pointer to user callback (and anything else you might need).
>
> I didn't
This seems suspicious to me. Why can't we use those values in
glyphmetrics if GetGlyphOutlineW returns 0? Does Windows provide bad
values in this case, or is our GetGlyphOutlineW broken? When does the
call to GetGlyphOutlineW in the second loop fail, and why ignore those
failures?
BTW, we should probably quit early if max_glyphsize is 0 at the end of
the first loop, rather than fail with OutOfMemory.
On Sun, 15 Sep 2013 16:32:25 -0500, Vincent Povirk wrote:
> This seems suspicious to me. Why can't we use those values in
> glyphmetrics if GetGlyphOutlineW returns 0? Does Windows provide bad
> values in this case, or is our GetGlyphOutlineW broken?
Thanks for you comments. The answer is yes, as
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=2185
Your paranoid andr
Over the past couple years I've been able to try out Wine games on many
different environments -- laptops, desktops, even cloud servers.
On many occasions, I've discovered that a game appears to run
functionally but slowly, however upon further investigation I find that
forcing the CPU to run at 1
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