additional download for winehq download page

2004-05-24 Thread Ivan
This patch adds lots of download to the winehq download page. Sending only to wine-devel for now, as I'm not sure they are all needed, but they could all be useful in some situation or another. Comment welcome. Ivan. p.s. Maybe we should have a download page just for m$ components? pat

Re: additional download for winehq download page

2004-05-24 Thread Ivan
> The link to the images is broken, it is winedows.gif when it should be > windows.gif. Yes, I've just noticed that. Ivan.

Re: additional download for winehq download page

2004-05-24 Thread Ivan
simply have no hope of working with wine. We may also want to list dcom, as we even had it up on the sf page at one time. Ivan.

Re: additional download for winehq download page

2004-05-25 Thread Ivan
< And if a prog doesn't provide the dll it should have at least a readme to tell people where to get it. I can tell you out of experience that this isn't always true. What about the attached patches? Ivan. lostwages.diff Description: Binary data wine.diff Description: Binary data

Re: Bad wine today.

2004-05-25 Thread Ivan
Current CVS works for me. Ivan.

Re: Additional downloads for winehq

2004-05-26 Thread Ivan
le can download it free from m$ anyway. But Alexandre doesn't like long links, and the link to the dcom95 download page is just too long. It's http://www.microsoft.com/downloads/details.aspx?familyid=d7a4de78-81a9-4db7-beb6-84ff99342172&displaylang=en and we want to keep the error log short. Ivan.

RE: How to determine if an application is running in Wine environ ment?

2004-06-11 Thread Ivan
gt; and a $250,000 fine. Click here to exit the install > program" They can't do that, it would be an illegal violation of anti-trust laws. If they could have done it, you probably couldn't run office on crossover. Ivan.

Re: Do we still need wineinstall?

2004-06-14 Thread Ivan
> So - do we still need it? Can we use the registry (BTW then will winecfg be working?) to set up all the stuff we can do in the config file? Stuff such as winver, UseDGA, UseXVidMode, Managed or desktop more, and DllOverrides? If we can, IMHO wineinstall can go. Ivan.

Re: wine/dlls/user/dde client.c

2004-06-14 Thread Ivan
ake[2]: *** [dde/server.o] Error 1 make[2]: Leaving directory `/home/ivan/Development/Wine/CVS/wine/wine/dlls/user' make[1]: *** [user] Error 2 make[1]: Leaving directory `/home/ivan/Development/Wine/CVS/wine/wine/dlls' make: *** [dlls] Error 2 Ivan.

Re: font problems with "Hello" application

2004-06-17 Thread Ivan
> this can be acquired at ... That site is illegal, please avoid linking to such sites. Developers know where to get native dlls. Ivan.

Re: Donations - RFC

2004-06-18 Thread Ivan
o anyway. > That suggests saving it for this purpose would be prudent. Save it until we have a good reason to sped it. That reason could be wineconf, or something else, in the mean time keep it in the bank. Ivan.

Re: docu update

2004-06-18 Thread Ivan
about the config will have to be re-written, as soon everything will be done with winecfg of regedit, and as that will take a non trivial amount of time, it's a good idea to start well in advance, so the docs aren't behind wine when the switch is done. Ivan.

Re: docu update

2004-06-18 Thread Ivan
;s not a configuration problem, so configure has been run and LD_LIBRARY_PATH is set correctly. Apart from this, all this sort of stuff can be done in the build system anyway. Also removing wineinstall is on the todo, and it does nothing that can't be handled (more transparently) elsewhere. Ivan.

Re: docu update

2004-06-19 Thread Ivan
d)? Sure, it may be possible to build one binary and run it anywhere, but in most cases it wouldn't run as well (and as fast) as a build done natively on the distro. Ivan.

Re: docu update

2004-06-19 Thread Ivan
About building one binary of wine for all distros, it's interesting to notice that one the same distro you need different binaries depending on if you're using xfree86 or x.org. Ivan.

Re: docu update

2004-06-19 Thread Ivan
nywhere, but in most cases it wouldn't run as well (and as fast) as a build > done natively on the distro. Actually, yes it is. Go read the docs on autopackage.org to find out how. > would be somewhat suboptimal as we sacrifice speed for flexibility and distro neutrality. Do we NEED to sacrifice such things? Also we can't use it until version 1.0, it will be reasonable to look at this then. Ivan.

Re: docu update

2004-06-19 Thread Ivan
> Maybe, but for example Mandrake users won't get wine listed in the "remove > software" utility, and that will be confusing > Solving that problem is a desktop issue, I've done a bit of work on it but nothing has got into mainstream yet. OK, but in the mean time I still don't see how one binary c

Re: docu update

2004-06-19 Thread Ivan
> Why is that? I have no idea, but X11drv doesn't initialize properly. This has been reported by users, I don't have x.org myself. Ivan.

Re: docu update

2004-06-19 Thread Ivan
> Why is that? Adam Schreiber may know as slackware he build 2 binaries for slack users using xfree86 and x.org, you can reach him at shipssadam -at - clemson.edu Ivan.

Re: docu update

2004-06-20 Thread Ivan
gure/make depend/make/make install Ivan.

bug in sound support?

2004-06-21 Thread Ivan
Wine oss doesn't work with the via82cxxx_audio audio driver shipped in the linux kernel, no other app has any problems, so I'm wondering if it's wine related. What info is needed to debug this? Ivan.

Re: bug in sound support?

2004-06-22 Thread Ivan
I haven't tested any non-directx software, anyway, both the winmm and dsound tests give quite a few errors, the logs are attached. I can hear the test tones, BTW the dsound one is much louder than the winmm one for no obvious reason. Ivan. dsound.log.bz2 Description: BZip2 compressed

Re: !LOSTWAGES! site misc updates

2004-06-26 Thread Ivan
> Do you really think we need to switch from American to English spelling? A common solution is to spell the same word in A.E. in some places and in B.E. in others, and that's what my patch does. Apart fomr that, it's not only a spelling patch. Ivan.

Re: fix typo in wwn

2004-06-28 Thread Ivan
> And they don't use the metric system. Shame. The matric system is way more used in the UK than in the US, where it's hardly used at all. Ivan.

Re: Mandrake RPMs

2004-06-29 Thread Ivan
range because I tested both RPMs on multiple versions of Mandrake before releasing them. Anyway, new RPMs will be up soon. Ivan.

strange problem on mdk10

2004-07-12 Thread Ivan
on my laptop wine just starts and doesn't do anything. In addition to this, ps -A, ctrl+c, ctrl+z, the kde system guard and all tools that popup a box to ask for root password all stop working. Attached is a relay log. Any ideas? log.txt.bz2 Description: BZip2 compressed data

winetest files

2004-07-17 Thread Ivan
In the future please avoid having 22 winetest packages set to active, it doubles the size of the sourceforge download page. Ivan.

Main sources of Wine complexity

2013-06-10 Thread Ivan
(short summary: why is emulation of Windows environment so difficult). First of all, my apologies if this is an off-topic question for this list but I hope it will be useful for others in the similar situation. I need to port fairly large WinAPI-heavy application to Linux. After some googling it

Re: [5/6] WineD3D: Write the vshader footer in a separate function

2009-06-27 Thread Ivan Gyurdiev
make sense to have a more formal framework, where all instructions are tracked or maybe each backend requests which instructions it is interested to track? Ivan

Re: Pixel Shader questions

2006-04-09 Thread Ivan Gyurdiev
H. Verbeet wrote: On 09/04/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: 1) The following pixel shader opcodes appear to be implemented with fragment_ARB, yet they are marked REQUIRE_GLSL. This generates errors, and they are skipped. Is this intentional? D3DSIO_TEX (texld), D3DS

ARBfp2.0

2006-04-12 Thread Ivan Gyurdiev
Why does wine write ARBfp2.0 into opengl shaders that originated from DirectX2.0? The shaders I'm seeing all use commands currently available to us [ no branches or anything like that ], but are marked v2.0. As a result the ARB extension fails on them every single time (invalid header - ARBfp2.

Re: [WINED3D] Improve pshader code structure

2006-04-13 Thread Ivan Gyurdiev
I'm afraid this page changes too much at one go. You should split it into separate pieces. For example: I can break out some unrelated pieces of it as you point out, but once we start moving code around it seems like all of it should be moved in the right place, or the result wouldn't make

Re: [WINED3D] Use shorter lines in drawprim.c (whitespace)

2006-04-24 Thread Ivan Gyurdiev
Goal: prevent wraparound of lines on 1024x768 resolution using standard fonts Hmm, if wrapping lines you must, then wrap them at the standard 80 characters, rather than some ill defined length (whose 'standard fonts'? xemacs'? gedit's? eterm's (vi)? using which display dpi?). 80-characters

Re: [WINED3D] QueryInterface corrections

2006-04-25 Thread Ivan Gyurdiev
H. Verbeet wrote: On 25/04/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: (2) write a NULL argument on no match. This patch corrects those issues, and also changes GetContainer() for surfaces and volumes to use the return value as MSDN specifies (WINED3D_INVALIDCALL), not E_NOINTERF

Re: [WINED3D 1/3] Share get_register_code()

2006-04-28 Thread Ivan Gyurdiev
H. Verbeet wrote: On 28/04/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: Move Roderick's new function for obtaining the register code into wined3d_private.h, Personally, I would prefer to not move code into headers. It can't be inlined otherwise.

Re: [WINED3D] Use the correct version mask for pixel and vertex shaders.

2006-04-29 Thread Ivan Gyurdiev
H. Verbeet wrote: On 29/04/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: + DWORD major = D3DSHADER_VERSION_MAJOR(version); + DWORD minor = D3DSHADER_VERSION_MINOR(version); It's probably a bad idea to add more dependencies on d3d8/d3d9 in wined3d. So what should be done instead?

Re: [WINED3D] Use the correct version mask for pixel and vertex shaders.

2006-04-29 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: H. Verbeet wrote: On 29/04/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: + DWORD major = D3DSHADER_VERSION_MAJOR(version); + DWORD minor = D3DSHADER_VERSION_MINOR(version); It's probably a bad idea to add more dependencies on d3d8/d3d9 in wined3d. So

Re: [WINED3D 8/8] Add TRACE output of full shader strings for both pixel and vertex shaders

2006-05-05 Thread Ivan Gyurdiev
Subject: [PATCH 8/8] Add TRACE output of full shader strings for both pixel and vertex shaders. This makes it easier to read or copy & paste the shader string to make sure it makes sense. I think we should do the opposite, and get rid of the one that's already there. The shader output i

Re: [WINED3D 1/8] Place number of textures/addresses and temps used inside the baseShader struct to prepare for merging of GenerateShader routine.

2006-05-05 Thread Ivan Gyurdiev
Jason Green wrote: The following 8 patches apply to Mike's tree and accomplish the following: - Create a new function in baseshader named generate_base_shader() which generates the bulk of the GL ARB shader string. - Renames the GenerateProgramArbHW() in both ps & vs to GenerateShader() and min

Re: [WINED3D] QueryInterface corrections

2006-05-06 Thread Ivan Gyurdiev
H. Verbeet wrote: On 25/04/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: H. Verbeet wrote: > On 25/04/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: > >> (2) write a NULL argument on no match. >> >> This patch corrects those issues, and also changes GetContai

Re: [WINED3D] Flip red/blue for R8G8B8 format.

2006-05-07 Thread Ivan Gyurdiev
H. Verbeet wrote: On 06/05/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: [ applies on top of Mike's tree, but hopefully on the main tree too ] R8G8B8 means red is the most significant bit. On a little-endian system, the texture is stored starting with blue. It is read b

Re: [WINED3D] Flip red/blue for R8G8B8 format.

2006-05-07 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Sonntag, 7. Mai 2006 11:06 schrieb H. Verbeet: There might be more to this. This was changed the other way around not too long ago. See http://source.winehq.org/git/?p=wine.git;a=commit;h=252c4adb965a26db19c1c91 61c40a82b488cb6d4 If I'm not mistaken, then this p

Re: [WINED3D] DrawIndexedPrimitiveUP() - fix index buffer refcount issue

2006-05-08 Thread Ivan Gyurdiev
Andreas Mohr wrote: Hi, On Thu, May 04, 2006 at 06:36:48PM -0400, Ivan Gyurdiev wrote: Also cleans up what looks like the result of a patch being applied twice - same value is written to on consecutive lines. You didn't mix up streamSource with streamStride, right? Since I c

Re: [wined3d] Corrected definition for parameters (Coverity)

2006-05-16 Thread Ivan Gyurdiev
Paul Vriens wrote: Hi, don't know anything about wined3d, but the code in IWineD3DVertexShaderImpl_ExecuteSW could make use of 6 parameters. The definitions should cover this. I don't think so... the case for 6 parameters should be removed. I can't find 6-parameter instructions in the ins ta

Re: [wined3d] Corrected definition for parameters (Coverity)

2006-05-16 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: Paul Vriens wrote: Hi, don't know anything about wined3d, but the code in IWineD3DVertexShaderImpl_ExecuteSW could make use of 6 parameters. The definitions should cover this. I don't think so... the case for 6 parameters should be removed. I can't f

Re: A great way for non programmers to help with Wine - Audio

2006-05-17 Thread Ivan Gyurdiev
Sound report: Kernel 2.6.16-1.2196_FC6 (Fedora Rawhide) Sound driver: snd_intel8x0, Sound description from lspci: 00:04.0 Multimedia audio controller: nVidia Corporation CK804 AC'97 Audio Controller (rev a2) 64 bit Fedora Rawhide system (x86_64) Alsa version 1.0.11-3.rc2.2

Re: A great way for non programmers to help with Wine - Audio

2006-05-17 Thread Ivan Gyurdiev
OSS run also had interruption problems. It ran until: wave.c:657:Playing 1 second 440Hz tone at 8000x 8x2 WAVE_FORMAT_PCM_CALLBACK_THREAD|WAVE_FORMAT_DIRECT ...after which no sound was produced, and I killed the test, since it seemed to have frozen. I re-ran

Re: wined3d: Allow vertex shaders to generate GLSL shaders

2006-05-17 Thread Ivan Gyurdiev
+/* Create the uniforms (aka constants) */ +shader_addline(&buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float); +/* TODO - Add varyings, attributes, etc. */ + Shouldn't this go into the "generate_glsl_declarations" thing into baseshader? Things pr

Re: wined3d: Allow vertex shaders to generate GLSL shaders [Take Two]

2006-05-18 Thread Ivan Gyurdiev
Jason Green wrote: This is a resend of the earlier patch, with one addition: - previously, the line to alias the program.env[] to C[] was done in the vertex shaders since that was the only function that needed them (and it needs to be done to support relative addressing). However, with PS 2.0+,

Re: WineD3D: Do not addref a NULL backbuffer

2006-05-23 Thread Ivan Gyurdiev
It is worth fixing although it should never occur, as ddraw will never call GetBackBuffer(it manages them on it's own), and apparantly windows d3d8 and d3d9 always create a back buffer, even if backbuffercount = 0 (This needs a test case and a fix in d3d8 and Look at the swapchains demo... it

Re: wined3d: fix R8G8B8 texture upload

2006-05-27 Thread Ivan Gyurdiev
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 77b6b33..d15520b 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -1741,7 +1741,7 @@ GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* /* color buffer */ case WINED3DFMT_R3G3B2: retVal = GL_RGB;

Re: wined3d: Another GLSL shader status update

2006-06-04 Thread Ivan Gyurdiev
+/* Declare textures samplers */ +for(i = 0; i < /*This->baseShader.limits.texture */ 4; i++) { +//if (reg_maps->texcoord & (1 << i)) +shader_addline(buffer,"uniform sampler2D mytex%lu;\n", i); +} What's the problem here? +if (wined3d_settings.sha

Re: wined3d: Another GLSL shader status update

2006-06-04 Thread Ivan Gyurdiev
+if (wined3d_settings.shader_mode == SHADER_GLSL) +shader_glsl_add_instruction_modifiers(&hw_arg); If you choose to pull modifier handling out of the per-opcode function, this should be done for SHADER_ARB as well, imho. All of the ARB modifiers are run p

Re: [WINED3D 5/5] Remove constant type field in stateblock.

2006-06-06 Thread Ivan Gyurdiev
Hi Raphael, Strange, your email shows up as an attachment. > +int i, cnt = min(count, MAX_VSHADER_CONSTANTS - (start > + 1)); > should be: > if (start > MAX_VSHADER_CONSTANTS - 1) return WINED3DERR_INVALIDCALL; > UINT i, cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1)); > as count

Re: D3D9: Add a test for setting / getting vertex shader constants

2006-06-06 Thread Ivan Gyurdiev
Raphael wrote: On Tuesday 06 June 2006 23:17, H. Verbeet wrote: This is a test for Ivan's patch for shader constants (http://source.winehq.org/git/?p=wine.git;a=commit;h=5f5969b3c5bd237277b8f2 f1eaa4ddacce5fb63b) Changelog: - Add a test for setting / getting vertex shader constants

Re: wined3d: GLSL Patch feedback requested

2006-06-08 Thread Ivan Gyurdiev
+ * If a program for the given combination does not exist, create one, and store + * that data in both shader objects so we can delete all of the programs later. + * If it creates a program, it will link the given objects, too. Is this comment still relevant? - Fix relative addressing (it was

Re: Implement more GLSL instructions

2006-06-14 Thread Ivan Gyurdiev
As of this patch, Wine now supports more opcodes in GLSL than ARB_vp/fp and we can handle many of the shader 2.0+ instructions not available before. There are a few missing texture operations compared to ARB still, and we're not properly handling textures for any shaders <2.0, but that's true i

Re: [WineD3D] fix bug 4872

2006-06-15 Thread Ivan Gyurdiev
> No i only see two problems, and made by use of xemacs (as i have broken my kate install). If vi was used this never would have happened :) > PS: before many complains, my ISP webmail is buggy, sorry :) If POP3 was used, this never would have happened :) Seriously though - it's a major pain

wined3d: declaration/FVF conversion test

2006-06-15 Thread Ivan Gyurdiev
229b4a0..80071ba 100644 --- a/dlls/d3d9/tests/vertexdeclaration.c +++ b/dlls/d3d9/tests/vertexdeclaration.c @@ -1,5 +1,6 @@ /* * Copyright (C) 2005 Henri Verbeet + * Copyright (C) 2006 Ivan Gyurdiev * * This library is free software; you can redistribute it and/or * modify it under the terms of

Re: [WINED3D 7/7] Fix lookup for LOOP register

2006-06-16 Thread Ivan Gyurdiev
Jason Green wrote: - The LOOP register is an extended register and wasn't being checked for in the current code. This moves the check up a level and checks against the instruction code which is more efficient anyway. It's important to also correct the reason why it wasn't being detected where i

Re: wined3d: declaration/FVF conversion test

2006-06-17 Thread Ivan Gyurdiev
I've attached a patch which seems to fix the first set of failures. This sets FVF values(from converted declarations) which were not set before. I'm still getting a lot of 0 results myself. Pretty sure I have everything enabled. Comments? - If the values really are supposed to be (almost)

Re: wined3d: declaration/FVF conversion test

2006-06-17 Thread Ivan Gyurdiev
H. Verbeet wrote: On 17/06/06, Vitaly Budovski <[EMAIL PROTECTED]> wrote: Comments? A few points: - Taking only the first element of the declaration into account seems unlikely to be correct - Is there a reason you're using pDeclaration9 instead of pDeclarationWine? It would be usefull if dx8

Re: wined3d: declaration/FVF conversion test

2006-06-17 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: H. Verbeet wrote: On 17/06/06, Vitaly Budovski <[EMAIL PROTECTED]> wrote: Comments? A few points: - Taking only the first element of the declaration into account seems unlikely to be correct - Is there a reason you're using pDeclaration9 instead of pDeclarat

Re: wined3d: declaration/FVF conversion test

2006-06-18 Thread Ivan Gyurdiev
Stefan Dösinger wrote: and those currently fail, because that case isn't handled at all in the FVF loading code. It thinks this is a multi-stream case, when in fact only the 0th stream is used. Jason Green has a demo - dx9_hdr_texture_loader, which is broken exactly by this. How about gettin

Re: [WINED3D 3/3] Fix fog in the case of vertex shaders

2006-06-20 Thread Ivan Gyurdiev
On 6/19/06, Jason Green <[EMAIL PROTECTED]> wrote: - Fixes both ARB and GLSL shaders that use fog.Is it really necessary to keep track of whether the shader uses fog or not?What happens if you disable this post-processing for a shader that doesn't write to the fog register? Also, how come the ARB

Re: wined3d: Bind correct # of samplers for GLSL shaders

2006-06-20 Thread Ivan Gyurdiev
On 6/20/06, Jason Green <[EMAIL PROTECTED]> wrote: - We are only checking against GL_MAX_TEXTURES when binding samplers,when we should be checking against the maximum number of samplers thatthe card supports.  Spotted by H. Verbeet.Yes, I'm aware of that...it was done on purpose. This limit is in a

Re: Resend: WineD3D: pixel format cleanup

2006-06-21 Thread Ivan Gyurdiev
On 6/21/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: This is a resend of the patch from a few days ago with some modificationsrequested by Alexandre:*getFormatDescEntry returns a pointer to a format structure, not an index inthe array* Removed the format counter Stefan, can you clarify what happe

Semantics, shaders, and fixups

2006-07-03 Thread Ivan Gyurdiev
Hi, Here's another problem with shaders. Vertex shader input is marked up with tags that hint at the data usage - semantics. For the fixed pipeline, those tags must be 100% correct, because they tell the pipeline how to interpret the data - is that the position stream, or the color stream, or

Re: Semantics, shaders, and fixups

2006-07-03 Thread Ivan Gyurdiev
H. Verbeet wrote: On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: Demo #2: Many Per Pixel Lights, http://www.zanir.szm.sk/dx/017_Many_Per_Pixel_Lights.zip This is a d3d8 demo. The shader inputs are not marked with a semantic - the declaration data is mapped 1:1 to the shader inputs

Re: Semantics, shaders, and fixups

2006-07-03 Thread Ivan Gyurdiev
and I just made it work today, by storing a fake semantic for d3d8 shaders. By the way, I am still keeping that fake semantic around - it is useful - it allows me to have a single code path for loading arrays, instead of the two we currently have, which is a mess..

Re: Semantics, shaders, and fixups

2006-07-03 Thread Ivan Gyurdiev
H. Verbeet wrote: On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: >>> and I just made it work today, >>> by storing a fake semantic for d3d8 shaders. By the way, I am still keeping that fake semantic around - it is useful - it allows me to have a single code

Re: Semantics, shaders, and fixups

2006-07-03 Thread Ivan Gyurdiev
H. Verbeet wrote: On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: > Well, it is wrong. How is it wrong? In one case you have a semantic, and you use that to load up the correct register (query shader, shader gives you the index to load). In the other case you preinitialize the

Re: Semantics, shaders, and fixups

2006-07-03 Thread Ivan Gyurdiev
H. Verbeet wrote: On 03/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: That's not particularly important. Well, it breaks color fixups :-) ...color fixups will go in their own function that does this differently for 8 vs 9 BOOL vshader_input_is_color( IWineD3DVertexSh

Re: [WINED3D 3] Only link and use GLSL programs if at least one GLSL shader is available.

2006-07-04 Thread Ivan Gyurdiev
H. Verbeet wrote: On 04/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: There's something wrong with this patch... I'm not sure what it is yet, The 0 program (fixed function) doesn't get set anymore when there are no shaders. The fixed function is a GLSL program?

Re: [WINED3D 2] Allow mix of SW vertex and GLSL pixel shader.

2006-07-04 Thread Ivan Gyurdiev
H. Verbeet wrote: On 04/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: Do not attach non-GLSL shaders to the GLSL program, that will cause a crash. Mix with ARB shaders is never going to happen, because the selection code will always choose GLSL for both or ARB for both. As mentioned

Re: [WINED3D 1] Rework shader mode selection

2006-07-04 Thread Ivan Gyurdiev
H. Verbeet wrote: On 04/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: - Store the shader selected mode into the shader itself. Different types of shaders can be combined, so this is an improvement. In fact, storing the mode into the settings globally is a mistake as well - it should b

Re: [WINED3D: Review] Hook software shaders into drawStridedSlow

2006-07-04 Thread Ivan Gyurdiev
To make it clear, this doesn't implement software shaders - it just moves code around so when they're implemented it would be easier to do. I already have one more or less working implementation, but it's based on executing small functions for each opcode (like the previous code does), except

Re: WineD3D: Flip WINED3DFMT_R8G8B8 to GL_RGB

2006-07-04 Thread Ivan Gyurdiev
Stefan Dösinger wrote: WINED3DFMT_R8G8B8 means that the 8 most significant bits contain the red color channel, and the 8 least significant ones the blue channel. But in memory the least significant bits are at the highest address, so the surface ends up as BGR in memory. This patch finally chan

Re: WineD3D: Flip WINED3DFMT_R8G8B8 to GL_RGB

2006-07-05 Thread Ivan Gyurdiev
Stefan Dösinger wrote: And what about LockRect() ? LockRect uses the formats from this table for glReadPixels, but UnlockRect still has its own formats :-( . However render target locking still needs some more work to catch nop locks and other stuff. You're changing the format in one p

[WINED3D: Review] Hook software shaders into drawStridedSlow

2006-07-05 Thread Ivan Gyurdiev
I am hoping someone (Stefan?) will help me with testing/review here, because I don't have the apps and the disk space to test properly. This changes things in drawStridedSlow, which is an important code path, so correctness and performance matter (for non shader apps). If there is no feedback

Re: [WINED3D: Review] Hook software shaders into drawStridedSlow

2006-07-05 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Dienstag 04 Juli 2006 11:17 schrieb Ivan Gyurdiev: I am hoping someone (Stefan?) will help me with testing/review here, because I don't have the apps and the disk space to test properly. This changes things in drawStridedSlow, which is an important code pat

Re: [WINED3D 3] Only link and use GLSL programs if at least one GLSL shader is available.

2006-07-05 Thread Ivan Gyurdiev
H. Verbeet wrote: On 04/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: H. Verbeet wrote: > On 04/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: >> There's something wrong with this patch... I'm not sure what it is yet, > The 0 program (fixed function) does

Re: winecfg: Shift Graphics page up to fill the empty place.

2006-07-07 Thread Ivan Gyurdiev
Speaking of the graphics page... 1. Is there a reason why we allow the user to choose software vs hardware shaders? (i.e. why isn't this a developers' option, or no option at all) 2. Is there a reason why we allow the user to disable vertex and/or pixel shaders?

Re: [WINED3D 1] Place immediate constants in the same array as global constants.

2006-07-10 Thread Ivan Gyurdiev
H. Verbeet wrote: On 10/07/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: Also note that there's diffrent lifetime rules for immediate constants in d3d8 and d3d9, and as far as I know we implement one of them wrong. Here I stick with the current behavior, which I think is d3d9-complia

Re: cmp instruction in GLSL - problems

2006-07-11 Thread Ivan Gyurdiev
...but.. I shouldn't have to swap the two arguments in cmp, they are correct as is, imho, and the previous implementation worked by accident. In fact, swapping them will cause artifacts to appear in the Hair demo.

cmp instruction in GLSL - problems

2006-07-11 Thread Ivan Gyurdiev
This patch is causing trouble for me. The current GLSL cmp implementation is wrong - here's 4 reasons why, only the first of which is mentioned in the source: - it ignores destination write mask - it ignores source swizzle - it ignores other source modifiers. - it works incorrectly src0 = 0 So

Re: cmp instruction in GLSL - problems

2006-07-11 Thread Ivan Gyurdiev
-shader_addline(arg->buffer, "%s.w = (%s.w > 0.0) ? %s.w : %s.w;\n", dst_reg, src0_reg, src1_reg, src2_reg); +shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); +shader_addline(arg->buffer, "%smix(vec4(%s), vec4(%s), vec4(lessThan(vec4(%s), vec4(0.0)%s;\n", +tmp

Re: 0.9.17 and other issues

2006-07-11 Thread Ivan Gyurdiev
By all respect of all the hard work the developers make all day. But to see the changes in 0.9.17 makes me really angry. Is everybody developing for the gamers? Actually I would say that the majority of developers are working on features not directly related to games. Whats the focus of the

Device state management tests

2006-07-12 Thread Ivan Gyurdiev
; diff --git a/dlls/d3d9/tests/stateblock.c b/dlls/d3d9/tests/stateblock.c index 178edf5..4127918 100644 --- a/dlls/d3d9/tests/stateblock.c +++ b/dlls/d3d9/tests/stateblock.c @@ -1,5 +1,6 @@ /* * Copyright (C) 2005 Henri Verbeet + * Copyright (C) 2006 Ivan Gyurdiev * * This library is free

Re: bugzilla admin

2006-07-13 Thread Ivan Gyurdiev
Tony Lambregts wrote: That would be me or Jeremy Newman What do you want ;^) I want a newer bugzilla where I can update my email? Please? Otherwise it's going to start to bounce as soon as my university realizes I'm not a student there anymore :)

Re: wined3d: Fix for for vertex shaders

2006-07-20 Thread Ivan Gyurdiev
+/* Make sure the fog value is positive - values above 1.0 are ignored */ +if (reg_maps->fog) +shader_addline(&buffer, "MAX result.fogcoord, TMP_FOG, 0.0;\n"); + What do you mean by "values above 1.0 are ignored" ? Why does the GLSL implementation of this clamp

Re: wined3d: Fix regression from dynamic constants patch

2006-07-21 Thread Ivan Gyurdiev
There were plenty of ways to fix this. One would have been to unroll all of the memset/memcpy calls into functions that explicitly set every value on the stateblock. While this might have been more "correct", it would be harder to maintain. I argue that an explicit initializer is always bette

Re: WineD3D: Sample from the correct source when using older pixel shaders

2006-08-26 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Pre 2.0 pixel shaders do not contain a tag for the texture type to sample from. Wine had 2D textures hardcoded, this patch checks the bound texture type to decide from which texture to sample from. For >= 2.0 shaders the shader tag is still used. Why can't this be don

Re: WineD3D: Sample from the correct source when using older pixel shaders

2006-08-26 Thread Ivan Gyurdiev
Also, maybe the stateblock should be passed as an argument to all functions that use its states. I don't like walking up the tree to find what you need (this->wineD3Ddevice) - it's a hidden dependency on device state, which isn't even all the time - that's why you had to move the point wher

Re: WineD3D: Sample from the correct source when using older pixel shaders

2006-08-27 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Sonntag 27 August 2006 04:29 schrieb Ivan Gyurdiev: Stefan Dösinger wrote: Pre 2.0 pixel shaders do not contain a tag for the texture type to sample from. Wine had 2D textures hardcoded, this patch checks the bound texture type to decide from which texture to

Re: [WINED3D 3/3] Add support for R32F and R16F texture formats

2006-09-04 Thread Ivan Gyurdiev
Frank Richter wrote: On 04.09.2006 07:33, Ivan Gyurdiev wrote: ... using: GL_ARB_texture_float GL_ARB_half_float_pixel The internal format is RGB16/32F, which is wasteful (2 unused colors), but there's no way around that. What about INTENSITY or LUMINANCE textures It seems

Framebuffer objects

2006-09-07 Thread Ivan Gyurdiev
facts on the wall, but now most of the demo's in shadow. >From 98efb529e850dafb66c331afbc5168f90180650a Mon Sep 17 00:00:00 2001 From: Ivan Gyurdiev <[EMAIL PROTECTED]> Date: Thu, 7 Sep 2006 07:17:00 -0400 Subject: [PATCH] Add support for offscreen rendering via FBOs. This uses: GL

Re: Framebuffer objects

2006-09-08 Thread Ivan Gyurdiev
H. Verbeet wrote: On 08/09/06, Chris Robinson <[EMAIL PROTECTED]> wrote: On Thursday 07 September 2006 23:50, Ivan Gyurdiev wrote: > (3) Attempting to use GL_STENCIL_INDEX8_EXT in glRenderbufferStorageEXT > will fail on my hardware with GL_INVALID_OPERATION. I've found tha

Re: Framebuffer objects

2006-09-08 Thread Ivan Gyurdiev
(2) Attempting to bind a framebuffer using GL_RGB32F_ARB, and GL_RGBA32F_ARB formats will fail on my hardware (Nvidia GeForce 6800GS) with error GL_FRAMEBUFFER_UNSUPPORTED_EXT, which means the format combination was invalid for implementation-dependent reasons. However, this doesn't make se

State management in D3D

2006-09-10 Thread Ivan Gyurdiev
State management in D3D... is currently kind of a mess. Stefan D. posted a message about this some time ago, but I can't find it right now... - some states are applied immediately (via Set* calls) - some are applied at draw time (like shaders, textures, transforms, ...) - some are recorded into

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