Re: Unable to add cc to bug 13583

2008-10-30 Thread Austin English
On Wed, Oct 29, 2008 at 10:50 PM, Matt Perry [EMAIL PROTECTED] wrote:
 I ran a regression test for bug 13583 and attempted to add the patch
 author to the CC field in Bugzilla as indicated in the regression test
 documentation. Unfortunately, I get the following error:

  CC: [EMAIL PROTECTED] did not match anything

 How do I get the author of the patch onto the CC list?

 Matt




He uses a different e-mail address for bugzilla. He's cc'ed to
wine-devel, so he'll notice, no need to CC him :-).

-- 
-Austin




Wine 1.0.2

2008-10-30 Thread Austin English
Please add 1.0.2 target milestone to Bugzilla.

-- 
-Austin




Re: Wine 1.0.2

2008-10-30 Thread Roderick Colenbrander
Why is that needed? I believe Alexandre mentioned that 1.0.1 would be the last 
release.

Roderick

 Please add 1.0.2 target milestone to Bugzilla.
 
 -- 
 -Austin
 

-- 
Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: 
http://www.gmx.net/de/go/multimessenger




Re: DIrectSound on top of openAL ?

2008-10-30 Thread Darragh Bailey
On Tue, Oct 28, 2008 at 02:16:12PM -0700, Chris Robinson wrote:
 It's not very easy to get DirectSound working on top of OpenAL. I actually 
 made a DSound-OpenAL wrapper (as a native C++ Win32 DLL, so it can't go into 
 Wine as-is even if I wanted it to), but it's none too stable. Some apps work, 
 others don't. Some work better than others.
 
 The biggest problem is updating the sound buffer in real-time (DSound lets 
 you 
 lock a sound buffer and modify it while it's playing; OpenAL only lets you 
 rebuffer the whole buffer, while it's not attached to any source). I get 
 around this by spawning a real-time thread which queues small chunks just in 
 time to keep the buffer playing, but this is a hack at best.. there's no way 
 to know how much you need to buffer ahead so OpenAL doesn't run out during an 
 update, some apps are more sensitive to a large write-ahead, and real-time 
 threads aren't really available in Wine (meaning even larger sections would 
 need to be queued to be able to update in time). The problem is compounded 
 when you consider multiple DSound buffers can share the same data buffer.
 
 Another problem is the lack of panning. OpenAL has no controls for panning a 
 2D sound. At most you can move the sound left and right to simulate panning 
 (for mono sources; stereo is out of luck), but the actual algorithms are 
 implementation dependant and thus would not produce consistant results.
 
 Additionally, OpenAL hides a lot of the hardware vs. software caps. OpenAL 
 doesn't tell you if you're using hardware or software, while DSound would 
 tell you. Of course you can always lie and say you have hardware (which I 
 found was needed to get some games to even attempt to use DSound3D), but it's 
 not entirely proper.


Just out of curiousity, have any of these limitations been raised with the 
OpenAL developers? Any of them in its future wish list?

If OpenAL was updated with the next release 1.2+ to support the type of
access that wine needs to support the windows sound API's on linux,
would it make it easier that supporting multiple sound drivers?

1.0 was released 2000, 1.1 in 2005, so it's probably due a new release
in the next year/two, so it might be possible to add some feature
requests that would make implementing DirectSound on top of OpenAL
visible in the future.

-- 
Darragh

Nothing is foolproof to a sufficiently talented fool.




Re: DIrectSound on top of openAL ?

2008-10-30 Thread Roderick Colenbrander
 On Tue, Oct 28, 2008 at 02:16:12PM -0700, Chris Robinson wrote:
  It's not very easy to get DirectSound working on top of OpenAL. I
 actually 
  made a DSound-OpenAL wrapper (as a native C++ Win32 DLL, so it can't go
 into 
  Wine as-is even if I wanted it to), but it's none too stable. Some apps
 work, 
  others don't. Some work better than others.
  
  The biggest problem is updating the sound buffer in real-time (DSound
 lets you 
  lock a sound buffer and modify it while it's playing; OpenAL only lets
 you 
  rebuffer the whole buffer, while it's not attached to any source). I get
  around this by spawning a real-time thread which queues small chunks
 just in 
  time to keep the buffer playing, but this is a hack at best.. there's
 no way 
  to know how much you need to buffer ahead so OpenAL doesn't run out
 during an 
  update, some apps are more sensitive to a large write-ahead, and
 real-time 
  threads aren't really available in Wine (meaning even larger sections
 would 
  need to be queued to be able to update in time). The problem is
 compounded 
  when you consider multiple DSound buffers can share the same data
 buffer.
  
  Another problem is the lack of panning. OpenAL has no controls for
 panning a 
  2D sound. At most you can move the sound left and right to simulate
 panning 
  (for mono sources; stereo is out of luck), but the actual algorithms are
  implementation dependant and thus would not produce consistant results.
  
  Additionally, OpenAL hides a lot of the hardware vs. software caps.
 OpenAL 
  doesn't tell you if you're using hardware or software, while DSound
 would 
  tell you. Of course you can always lie and say you have hardware (which
 I 
  found was needed to get some games to even attempt to use DSound3D), but
 it's 
  not entirely proper.
 
 
 Just out of curiousity, have any of these limitations been raised with the
 OpenAL developers? Any of them in its future wish list?
 
 If OpenAL was updated with the next release 1.2+ to support the type of
 access that wine needs to support the windows sound API's on linux,
 would it make it easier that supporting multiple sound drivers?
 
 1.0 was released 2000, 1.1 in 2005, so it's probably due a new release
 in the next year/two, so it might be possible to add some feature
 requests that would make implementing DirectSound on top of OpenAL
 visible in the future.
 
 -- 
 Darragh
 
 Nothing is foolproof to a sufficiently talented fool.

The design philosophy behind OpenAL and OpenGL is to hide hardware details from 
the designer.  For instance the libraries hide things like buffer sizes or the 
amount of video memory. DirectX APIs like Directsound and DirectDraw/Direct3D 
provide you will all sorts of hardware info which the designers of OpenAL and 
OpenGL should be hidden. The reasoning is that if you expose such hardware 
details that you end up with hardware specific codepaths and not with generic 
solutions which are also more future proof.

Roderick
-- 
GMX Download-Spiele: Preizsturz! Alle Puzzle-Spiele Deluxe über 60% billiger.
http://games.entertainment.gmx.net/de/entertainment/games/download/puzzle/index.html




Re: DIrectSound on top of openAL ?

2008-10-30 Thread Darragh Bailey
Actually just spotted that some of the features are approved on the wish
list, so it seems that OpenAL will include them in it's next
specification.


On Thu, Oct 30, 2008 at 10:46:51AM +, Darragh Bailey wrote:
 On Tue, Oct 28, 2008 at 02:16:12PM -0700, Chris Robinson wrote:
  The biggest problem is updating the sound buffer in real-time (DSound lets 
  you 
  lock a sound buffer and modify it while it's playing; OpenAL only lets you 
  rebuffer the whole buffer, while it's not attached to any source). I get 
  around this by spawning a real-time thread which queues small chunks just 
  in 
  time to keep the buffer playing, but this is a hack at best.. there's no 
  way 
  to know how much you need to buffer ahead so OpenAL doesn't run out during 
  an 
  update, some apps are more sensitive to a large write-ahead, and real-time 
  threads aren't really available in Wine (meaning even larger sections would 
  need to be queued to be able to update in time). The problem is compounded 
  when you consider multiple DSound buffers can share the same data buffer.

Couldn't tell if this is on the wish list, there appears to be some
suggested enhancements for better buffer control, but I don't know
enough to determine whether they actually match up.

  Another problem is the lack of panning. OpenAL has no controls for panning 
  a 
  2D sound. At most you can move the sound left and right to simulate panning 
  (for mono sources; stereo is out of luck), but the actual algorithms are 
  implementation dependant and thus would not produce consistant results.

Requested:
Item:2D panning/speaker level support
Contributor: Creative
Description:
Approval Status: Approved

  Additionally, OpenAL hides a lot of the hardware vs. software caps. OpenAL 
  doesn't tell you if you're using hardware or software, while DSound would 
  tell you. Of course you can always lie and say you have hardware (which I 
  found was needed to get some games to even attempt to use DSound3D), but 
  it's 
  not entirely proper.

Looks like this has been requested too:
Item: Generic Effects   
Contributor: Creative 
Description: OpenAL could have a generic mechanism for enumerating and making 
use of
the effects capabilities of the active audio device. 
Approval Status: Approved

 1.0 was released 2000, 1.1 in 2005, so it's probably due a new release
 in the next year/two, so it might be possible to add some feature
 requests that would make implementing DirectSound on top of OpenAL
 visible in the future.

If all of the wish list gets added, it would appear the next
specification of OpenAL would appear to me to go a long way to allowing
wine to implement the Windows sound API's via that, rather than having
to support various drivers.

-- 
Darragh

Nothing is foolproof to a sufficiently talented fool.




Re: [PATCH] ntdll: Don't append directory entries if the filename length is less than 1.

2008-10-30 Thread Alexandre Julliard
Lei Zhang [EMAIL PROTECTED] writes:

 I saw the following in a +file trace a user sent me:

 trace:file:FindNextFileW returning L (L)

 I tried fixing FindNextFileW(), but that patch didn't get accepted.
 I'm guessing we should fix the problem in NtQueryDirectoryFile() so
 nobody who call it will get back an empty file name.

This should never happen. You should figure out where the empty name
comes from and fix the caller.

-- 
Alexandre Julliard
[EMAIL PROTECTED]




RE: Vertex pipeline replacement

2008-10-30 Thread Stefan Dösinger
Hmm... It looks like my 2nd mail with the patch wasn't CC'ed to wine-devel


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:wine-devel-
 [EMAIL PROTECTED] On Behalf Of Stefan Dösinger
 Sent: Thursday, October 30, 2008 2:02 AM
 To: wine-devel@winehq.org
 Subject: Vertex pipeline replacement
 
 Hi,
 
 I have my vertex pipeline replacement almost ready to send. Because the
 fragment pipeline replacement caused a bunch of regressions, I want to
 give
 this patch a bit of testing before committing it. I expect slightly
 more
 regressions there because the vertex processing stuff is still badly
 tested,
 especially lighting.
 
 Can you give the patches a try and see if your game still works? For
 now the
 most important part is that the game works without any performance loss
 or
 rendering bugs.
 
 This patchset is supposed to address the following issues:
 
 1) Improve performance in applications that are hit hard by
 drawStridedSlow.
 I don't know if there are many left, because the vertex buffer fixups
 really
 helped here
 
 2) Allow adding features that do not exist in the GL fixed function
 pipeline(or are not supported by drivers): Vertex blending, tweening,
 more
 efficient material tracking, per-vertex point size
 
 3) Make the way towards OpenGL 3 forward compatibility mode
 
 So far (1) should already go some way with these patches. There are no
 new
 features added yet, and opengl 3 needs the same stuff implemented with
 GLSL
 and further work, but this is a necessary start.
 
 Once these patches are in, I'll turn to fine-tuning things. The rhw
 handling
 can be done better(maybe), and vertex buffer loading can be made much
 cheaper if the pipeline replacement is in use and opengl supports
 native 16
 bit vertex attributes. This should get old card compatibility costs off
 our
 backs when we're running on a modern GPU without sacrificing backward
 compatibility.
 



arbvp.tar.bz2
Description: Binary data



Re: Changed more malloc to HeapAlloc calls

2008-10-30 Thread Michael Stefaniuc
Hello Pete,

James Hawkins wrote:
 On Wed, Oct 29, 2008 at 8:02 PM, Pete Myers
 [EMAIL PROTECTED] wrote:
 It does match the style of the way that HeapAlloc is used elsewhere in the
 file, though not malloc admittedly.  I wasn't sure which convention had
 precedent.

 
 Please bottom-post when replying to a post on the wine lists.  There
 is one test function that uses a space after opening parentheses, but
 it's the exception, not the rule.
 
 I'm afraid that I don't understand how my changelog doesn't match the
 patch.  I'm new here, can you help me out?  There's obviously something I'm
 missing!

 
 You had several 'changelog' entries in the email, but the last one was
 
 Changelog:
 * malloc calls in dlls/kernel32/process.c have been change to HeapAlloc
 
 which does not match the patch.
In addition to what James said please split the patch up; one patch per 
module. A dll or program is a module.

Also while you are at it please remove the superfluous casts in the 
lines you are changing. HeapAlloc (malloc too) returns a void pointer 
which doesn't needs to be casted to an other pointer type. E.g.
--- a/dlls/iphlpapi/tests/iphlpapi.c
+++ b/dlls/iphlpapi/tests/iphlpapi.c
@@ -225,7 +225,7 @@ static void testGetIpAddrTable(void)
   GetIpAddrTable(NULL, dwSize, FALSE) returned %d, expected 
ERROR_INSUFFICIENT_BUFFER\n,
   apiReturn);
  if (apiReturn == ERROR_INSUFFICIENT_BUFFER) {
-  PMIB_IPADDRTABLE buf = (PMIB_IPADDRTABLE)malloc(dwSize);
+  PMIB_IPADDRTABLE buf = (PMIB_IPADDRTABLE)HeapAlloc( 
GetProcessHeap(), 0, dwSize);

apiReturn = gGetIpAddrTable(buf, dwSize, FALSE);
ok(apiReturn == NO_ERROR,

should really be just:
PMIB_IPADDRTABLE buf = HeapAlloc(GetProcessHeap(), 0, dwSize);

thanks
bye
michael





Re: [PATCH 1/3] fusion: Implement the IAssemblyEnum interface. [try3]

2008-10-30 Thread Jacek Caban
Hi James,

James Hawkins wrote:
 ---
  dlls/fusion/Makefile.in  |1 +
  dlls/fusion/asmcache.c   |   83 --
  dlls/fusion/asmenum.c|  385 
 ++
  dlls/fusion/asmname.c|   15 +--
  dlls/fusion/fusion.c |   12 --
  dlls/fusion/fusionpriv.h |   15 ++
  6 files changed, 402 insertions(+), 109 deletions(-)
  create mode 100644 dlls/fusion/asmenum.c
   

+
+done:
+FindClose(hfind);
+return S_OK;
+}
+

You always set hr in error paths so I guess you want to return it here.

Also, it's a matter of style, but these gotos look strange. You could 
replace them all by break statements.


Jacek




Re: mshtml: Implement IHTMLElement get_document

2008-10-30 Thread Jacek Caban
Hi Alistair,

Alistair Leslie-Hughes wrote:
 Hi,

 Changelog:
 mshtml: Implement IHTMLElement get_document


+*p = NULL;
+
+if(!This-node.doc-nsdoc) {
+WARN(NULL nsdoc\n);
+return E_UNEXPECTED;
+}


You don't use nsdoc so there is no reason to test it.

+hr = IHTMLDocument2_QueryInterface(HTMLDOC(This-node.doc), 
IID_IHTMLDocument, (void**)p);
+
+return hr;



You could just cast This-node.doc to IHTMLDocument and call AddRef on result.


Jacek





Re: Changed more malloc to HeapAlloc calls

2008-10-30 Thread Michael Stefaniuc
Pete Myers wrote:
 In addition to what James said please split the patch up; one patch per
 module. A dll or program is a module.
 
 Sorry, I'm inundated with noobie errors here I think.
No problem. Janitorial tasks are really good to accustom new people to 
the patch submission process.

 Also while you are at it please remove the superfluous casts in the lines
 you are changing. HeapAlloc (malloc too) returns a void pointer which
 doesn't needs to be casted to an other pointer type. E.g.
 
 Will do.  Didn't want to change coding style.
Well that's not coding style. Superfluous casts are evil. I have even 
created a new janitorial tasks for that: 
http://wiki.winehq.org/SuperfluousCasts

Also if one has to touch a line it is expected from him to fix all 
errors in that line. That includes dangling whitespace at the end of the 
line and mixed tab and space indentation.

 Actually my big struggle at the moment is trying to figure out where
 malloc() memory gets free().  What's the policy here?  Should
Just search for free in that file.

 HeapAlloc() always be set free...  Is the fact that some malloc()
 memory not free()'d an error, or a policy?  Or should I work harder to
You need to replace the free calls with HeapFree calls.

 find out where free() gets called?
grep -w free dlls/iphlpapi/tests/iphlpapi.c dlls/wnaspi32/winaspi16.c
That will do.

bye
michael




Re: DIrectSound on top of openAL ?

2008-10-30 Thread Roderick Colenbrander
 If all of the wish list gets added, it would appear the next
 specification of OpenAL would appear to me to go a long way to allowing
 wine to implement the Windows sound API's via that, rather than having
 to support various drivers.
 
 -- 
 Darragh

Personally I think that even if OpenAL added the functionality we need that the 
user experience for most users still won't be good. Most users want to play 
lets say mp3's while they are gaming. This means that in order to work properly 
OpenAL under the hood again needs to use alsa+dmix or even worse pulseaudio. 
For that reason I'm not sure if going directly to OpenAL instead of going 
through wineoss/winealsa is any better.

Roderick
-- 
Feel free - 5 GB Mailbox, 50 FreeSMS/Monat ...
Jetzt GMX ProMail testen: http://www.gmx.net/de/go/promail




comctl32 tree problem?

2008-10-30 Thread Dan Kegel
Here's an app that says they had to work around a problem in our tree control:
http://www.webyog.com/blog/2008/10/30/sqlyog-712-has-been-released/




Re: Vertex pipeline replacement

2008-10-30 Thread Chris Spencer
Hi Stefan,

I have tested this with Age of Myhology (Titans 1.03) on
wine-1.1.7-106-g38815e1, patches 1-11 don't seem to cause any problems
(haven't checked extensively though), but upon applying the 12th
(0012-WineD3D-ARBvp-ffp-replacement.patch) the water lost it's
transparency [1].

I'm not sure what other information you need, so just let me know. I'm
happy to test any changes you make.

Chris.

[1] http://i37.tinypic.com/dcyjac.png




Present Wine at CeBit?

2008-10-30 Thread Jeremy White
Anyone want to give a presentation on Wine at CeBit?

http://www.linux-magazine.com/online/news/cebit_open_source_linux_magazine_and_linux_foundation_announce_call_for_projects/(kategorie)/0

If you're interested, email me privately, and I'll connect you with Britta.

Cheers,

Jeremy




Re: comctl32 tree problem?

2008-10-30 Thread Dan Kegel
On Thu, Oct 30, 2008 at 8:43 AM, Juan Lang [EMAIL PROTECTED] wrote:
 Here's an app that says they had to work around a problem in our tree 
 control:
 http://www.webyog.com/blog/2008/10/30/sqlyog-712-has-been-released/

 Maybe you could contact the developer and ask him to log a bug?

Done.




Re: comctl32 tree problem?

2008-10-30 Thread Juan Lang
 Here's an app that says they had to work around a problem in our tree control:
 http://www.webyog.com/blog/2008/10/30/sqlyog-712-has-been-released/

Maybe you could contact the developer and ask him to log a bug?
--Juan




RE: Vertex pipeline replacement

2008-10-30 Thread Stefan Dösinger
 I have tested this with Age of Myhology (Titans 1.03) on
 wine-1.1.7-106-g38815e1, patches 1-11 don't seem to cause any problems
 (haven't checked extensively though), but upon applying the 12th
 (0012-WineD3D-ARBvp-ffp-replacement.patch) the water lost it's
 transparency [1].
Sounds as if there's a problem with texture coordinates. Can you file a 
bugreport and assign it to me? Please add a link to a downloadable demo if one 
exists






Re: rundll32: build with -mwindows

2008-10-30 Thread Dmitry Timoshkov
Vincent Povirk [EMAIL PROTECTED] wrote:

 -APPMODE   = -mconsole
 +APPMODE   = -mwindows

Have you tested that it still works? I'd expect that you also need
to replace main() by WinMain() and adapt command line processing.

-- 
Dmitry.




RE: rundll32: build with -mwindows

2008-10-30 Thread Vincent Povirk
I have tested, and it still works. I would have fully expected it to fail if I 
had remembered the difference between main() and WinMain().

-Original Message-
From: Dmitry Timoshkov [mailto:[EMAIL PROTECTED] 
Sent: Thursday, October 30, 2008 11:37 AM
To: Vincent Povirk
Cc: WineHQ Development Mailing List
Subject: Re: rundll32: build with -mwindows

Vincent Povirk [EMAIL PROTECTED] wrote:

 -APPMODE   = -mconsole
 +APPMODE   = -mwindows

Have you tested that it still works? I'd expect that you also need
to replace main() by WinMain() and adapt command line processing.

-- 
Dmitry.




Re: Fix kernel_main.c to generate console Window

2008-10-30 Thread Rob Shearman
2008/10/29 Dan Kegel [EMAIL PROTECTED]:
 Hi Slawek,

 Please just attach the bare patch, not a .tgz of the patch.

 This sounds related to
 http://bugs.winehq.org/show_bug.cgi?id=5541
 but not a duplicate.   Please open a bug report
 and repost your patch without compression or archiving.

Furthermore, it looks like the issues would be solved by using
wineconsole when launching the app. We could try to be clever and
detect when an application uses a function that isn't supported on a
bare Unix console, but I don't think it would be useful in practice.

-- 
Rob Shearman




Re: DIrectSound on top of openAL ?

2008-10-30 Thread Chris Robinson
On Thursday 30 October 2008 06:05:20 am Roderick Colenbrander wrote:
 Personally I think that even if OpenAL added the functionality we need that
 the user experience for most users still won't be good. Most users want to
 play lets say mp3's while they are gaming. This means that in order to work
 properly OpenAL under the hood again needs to use alsa+dmix or even worse
 pulseaudio. For that reason I'm not sure if going directly to OpenAL
 instead of going through wineoss/winealsa is any better.

winealsa/wineoss would have to do the same, really. With a proper DLL thunk, 
Win32 OpenAL apps can call directy to host OpenAL, which does have some 
improvements (namely talking to ALSA/OSS directly, up to 7.1 surround sound 
output (Creative's only does stereo for software mixing), using host 
configuration, etc).

DSound on top of OpenAL is a nice idea, IMO, it's just OpenAL's current 
short-comings prevent it from happening well enough.




Re: DIrectSound on top of openAL ?

2008-10-30 Thread Chris Robinson
On Thursday 30 October 2008 04:01:31 am Darragh Bailey wrote:
 On Thu, Oct 30, 2008 at 10:46:51AM +, Darragh Bailey wrote:
  On Tue, Oct 28, 2008 at 02:16:12PM -0700, Chris Robinson wrote:
   The biggest problem is updating the sound buffer in real-time (DSound
   lets you lock a sound buffer and modify it while it's playing; OpenAL
   only lets you rebuffer the whole buffer, while it's not attached to any
   source). I get around this by spawning a real-time thread which queues
   small chunks just in time to keep the buffer playing, but this is a
   hack at best.. there's no way to know how much you need to buffer ahead
   so OpenAL doesn't run out during an update, some apps are more
   sensitive to a large write-ahead, and real-time threads aren't really
   available in Wine (meaning even larger sections would need to be queued
   to be able to update in time). The problem is compounded when you
   consider multiple DSound buffers can share the same data buffer.

 Couldn't tell if this is on the wish list, there appears to be some
 suggested enhancements for better buffer control, but I don't know
 enough to determine whether they actually match up.

I've been thinking about this, and have some ideas. There's actually a few 
extensions I'm trying to get through Creative.. two I'm waiting on a response 
from, and two more I want to propose that would help DSound compatibility 
greatly.

   Another problem is the lack of panning. OpenAL has no controls for
   panning a 2D sound. At most you can move the sound left and right to
   simulate panning (for mono sources; stereo is out of luck), but the
   actual algorithms are implementation dependant and thus would not
   produce consistant results.

 Requested:
 Item:2D panning/speaker level support
 Contributor: Creative
 Description:
 Approval Status: Approved

AFAIK, this is in EAX4. Though I can hope it means getting into the core API, 
I don't know.

   Additionally, OpenAL hides a lot of the hardware vs. software caps.
   OpenAL doesn't tell you if you're using hardware or software, while
   DSound would tell you. Of course you can always lie and say you have
   hardware (which I found was needed to get some games to even attempt to
   use DSound3D), but it's not entirely proper.

 Looks like this has been requested too:
 Item: Generic Effects
 Contributor: Creative
 Description: OpenAL could have a generic mechanism for enumerating and
 making use of the effects capabilities of the active audio device.
 Approval Status: Approved

I think this is talking about sound effects, like low/hi-pass filters, reverb, 
etc. This can be done through the EAX and EFX extensions. Nothing about 
saying what's in hardware and what's in software.

  1.0 was released 2000, 1.1 in 2005, so it's probably due a new release
  in the next year/two, so it might be possible to add some feature
  requests that would make implementing DirectSound on top of OpenAL
  visible in the future.

 If all of the wish list gets added, it would appear the next
 specification of OpenAL would appear to me to go a long way to allowing
 wine to implement the Windows sound API's via that, rather than having
 to support various drivers.

I'm not sure what bearing the wish list has on the actual OpenAL API. I don't 
remember reading anywhere that anything approved will be put into the next 
core API revision. AFAIK, it could just mean they'll look into ways into 
adding it.. maybe via extensions.




Re: DIrectSound on top of openAL ?

2008-10-30 Thread Chris Robinson
On Thursday 30 October 2008 03:46:51 am Darragh Bailey wrote:
 Just out of curiousity, have any of these limitations been raised with the
 OpenAL developers? Any of them in its future wish list?

I'm the developer of OpenAL Soft http://kcat.strangesoft.net/openal.html, 
which is becoming the implementation to use on Linux and other Unices (as the 
old Sample Implementation is deprecated/not maintained anymore). Though I'm 
not really hands-in with Creative or anything.. just a hobbyist developer 
making a Linux lib on his own time, who gives out his ideas.

 If OpenAL was updated with the next release 1.2+ to support the type of
 access that wine needs to support the windows sound API's on linux,
 would it make it easier that supporting multiple sound drivers?

I would like to see DirectSound(3D) running properly on OpenAL, even if as a 
seperate project (eg. my DSound-OpenAL DLL project). It's not up to me 
whether such a thing would get into Wine or not, though.




Re: [PATCH] ntdll: Don't append directory entries if the filename length is less than 1.

2008-10-30 Thread Lei Zhang
On Thu, Oct 30, 2008 at 4:08 AM, Alexandre Julliard [EMAIL PROTECTED] wrote:
 Lei Zhang [EMAIL PROTECTED] writes:

 I saw the following in a +file trace a user sent me:

 trace:file:FindNextFileW returning L (L)

 I tried fixing FindNextFileW(), but that patch didn't get accepted.
 I'm guessing we should fix the problem in NtQueryDirectoryFile() so
 nobody who call it will get back an empty file name.

 This should never happen. You should figure out where the empty name
 comes from and fix the caller.

It's probably because we didn't check d_ino, patch sent. Though
wouldn't it be good to have some sanity checking in append_entry(),
since all the read_directory helper functions use it?




Re: Changed more malloc to HeapAlloc calls

2008-10-30 Thread Pete Myers
2008/10/30 James Hawkins [EMAIL PROTECTED]

 On Wed, Oct 29, 2008 at 8:02 PM, Pete Myers
 [EMAIL PROTECTED] wrote:
  It does match the style of the way that HeapAlloc is used elsewhere in the
  file, though not malloc admittedly.  I wasn't sure which convention had
  precedent.
 

 Please bottom-post when replying to a post on the wine lists.  There
 is one test function that uses a space after opening parentheses, but
 it's the exception, not the rule.

Sure, I'll be more careful about both of those in future.

  I'm afraid that I don't understand how my changelog doesn't match the
  patch.  I'm new here, can you help me out?  There's obviously something I'm
  missing!
 

 You had several 'changelog' entries in the email, but the last one was

 Changelog:
 * malloc calls in dlls/kernel32/process.c have been change to HeapAlloc

 which does not match the patch.

That was a dumb mistake, caused by copying and pasting from a
different patch.  Thanks for your help James, I'll try and fix the
patch then resubmit.

Pete Myers




Re: Changed more malloc to HeapAlloc calls

2008-10-30 Thread Pete Myers
 In addition to what James said please split the patch up; one patch per
 module. A dll or program is a module.

Sorry, I'm inundated with noobie errors here I think.

 Also while you are at it please remove the superfluous casts in the lines
 you are changing. HeapAlloc (malloc too) returns a void pointer which
 doesn't needs to be casted to an other pointer type. E.g.

Will do.  Didn't want to change coding style.

Actually my big struggle at the moment is trying to figure out where
malloc() memory gets free().  What's the policy here?  Should
HeapAlloc() always be set free...  Is the fact that some malloc()
memory not free()'d an error, or a policy?  Or should I work harder to
find out where free() gets called?

Pete




Re: PATCH: warn if missing stdole32.tlb

2008-10-30 Thread Austin English
On Thu, Oct 30, 2008 at 6:13 AM, mayura [EMAIL PROTECTED] wrote:




 Kind regards.

 Mayura Swarna kumara

 ABC Insurance Company Limited,
 Trans Court, No 21,
 Nawam Mawatha
 Colombo 0200
 Sri Lanka
 (  +94 11 230 3560 7 +94 11 230 3566
 * [EMAIL PROTECTED]
 ü  www.abcinsurance.lk

 P Save a tree. Don't print this e-mail unless it's really necessary






You forgot to attach the patch.

-- 
-Austin



Re: [PATCH] gdi32: Small patch to fix the return vars of WineEngRemoveFontResourceEx

2008-10-30 Thread James Hawkins
On Wed, Oct 29, 2008 at 4:18 PM, Daniel Jakob [EMAIL PROTECTED] wrote:
 Hi

 My first post on the list is just a small patch.
 WineEngRemoveFontResourceEx is currently a stub and should return a zero
 on fail instead of true.


Have you thought about the possibility that we return TRUE for a
reason?  Maybe an app fails if an error percolates up from
WineEngRemoveFontResourceEx?

-- 
James Hawkins




Re: Wine 1.0.2

2008-10-30 Thread Austin English
On Thu, Oct 30, 2008 at 3:35 AM, Roderick Colenbrander
[EMAIL PROTECTED] wrote:
 Why is that needed? I believe Alexandre mentioned that 1.0.1 would be the 
 last release.

 Roderick

 Please add 1.0.2 target milestone to Bugzilla.

 --
 -Austin


 --
 Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: 
 http://www.gmx.net/de/go/multimessenger


Asked Alexandre in IRC, who said he wasn't planning on it unless there
were enough patches to justify it. I asked because I wasn't sure how
to mark any bugs that warrant nomination for 1.0.2. I'll mark them as
1.0.1 for now, if any come up.

-- 
-Austin



Re: [PATCH] ntdll: Don't append directory entries if the filename length is less than 1.

2008-10-30 Thread Alexandre Julliard
Lei Zhang [EMAIL PROTECTED] writes:

 On Thu, Oct 30, 2008 at 4:08 AM, Alexandre Julliard [EMAIL PROTECTED] wrote:
 Lei Zhang [EMAIL PROTECTED] writes:

 I saw the following in a +file trace a user sent me:

 trace:file:FindNextFileW returning L (L)

 I tried fixing FindNextFileW(), but that patch didn't get accepted.
 I'm guessing we should fix the problem in NtQueryDirectoryFile() so
 nobody who call it will get back an empty file name.

 This should never happen. You should figure out where the empty name
 comes from and fix the caller.

 It's probably because we didn't check d_ino, patch sent. Though
 wouldn't it be good to have some sanity checking in append_entry(),
 since all the read_directory helper functions use it?

I'm not a big fan of the belt-and-suspenders approach. If the callers
are behaving correctly there's no need for an extra check, and if they
aren't then we shouldn't attempt to cope with their bugs. Besides,
there's no guarantee that invalid entries would be empty, they may also
contain garbage, and we can't fix that in append_entry.

-- 
Alexandre Julliard
[EMAIL PROTECTED]




Re: [2/2] [PATCH] msxml3: fixed if nesting / ptr checking problems inxmlnode_transformNodemarcus

2008-10-30 Thread Alistair Leslie-Hughes
Hi Marcus,
 
Marcus Meissner [EMAIL PROTECTED] wrote in message news:[EMAIL PROTECTED]
 Hi,  htmlDocContentDumpOutput(pOutput, result-doc, 
 NULL); -if(pOutput) -{
Should this be changed to if(pOutput-buffer),  I don't remember if 
pOutput-buffer can be NULL.
Best Regards
 Alistair Leslie-Hughes
_




Re: Changed more malloc to HeapAlloc calls

2008-10-30 Thread Pete Myers
It does match the style of the way that HeapAlloc is used elsewhere in the
file, though not malloc admittedly.  I wasn't sure which convention had
precedent.

I'm afraid that I don't understand how my changelog doesn't match the
patch.  I'm new here, can you help me out?  There's obviously something I'm
missing!

Pete

2008/10/30 James Hawkins [EMAIL PROTECTED]

 On Wed, Oct 29, 2008 at 7:39 PM, Pete Myers
 [EMAIL PROTECTED] wrote:
  In line with http://wiki.winehq.org/ReplaceMalloc this is a small patch
 that
  changes all malloc calls to HeapAlloc in the following files:
  ./dlls/iphlpapi/tests/iphlpapi.c
  ./dlls/wnaspi32/winaspi16.c
 
  Changelog:
  * malloc calls in dlls/kernel32/process.c have been change to HeapAlloc
 

 Your changelog (right above) doesn't match the patch, and

 -  PMIB_IPADDRTABLE buf = (PMIB_IPADDRTABLE)malloc(dwSize);
 +  PMIB_IPADDRTABLE buf = (PMIB_IPADDRTABLE)HeapAlloc(
 GetProcessHeap(), 0, dwSize);

 You've introduced a space after opening parentheses which does not
 match the style of the rest of the file.

 --
 James Hawkins




[Re] Vertex pipeline replacement

2008-10-30 Thread Tobias Jakobi
Short feedback:
- Max Payne 2: works as expected, I don't see any visual changes
- Morrowind: 3D rendering breaks completly, minor (blending?) issues in
the menu as well - however ingame scenes are fully black now

How should I report this? Open a bug? Should I do any regression testing
(since your patchset consists of more than one patch)?

Greets,
Tobias




patchwatcher status

2008-10-30 Thread Dan Kegel
Both old and new patchwatcher:
- fixed the displayed time of patches on the results web page.

New patchwatcher:
- for some reason it wasn't looking for all the errors the old one did.  Fixed.
- for some reason I had forgotten to have it actually watch for new
commits in git.  Fixed.
- Better at logging errors during 'make depend' etc.




Re: [PATCH] gdi32: Small patch to fix the return vars of WineEngRemoveFontResourceEx

2008-10-30 Thread James McKenzie
James Hawkins wrote:
 On Wed, Oct 29, 2008 at 4:18 PM, Daniel Jakob [EMAIL PROTECTED] wrote:
   
 Hi

 My first post on the list is just a small patch.
 WineEngRemoveFontResourceEx is currently a stub and should return a zero
 on fail instead of true.

 

 Have you thought about the possibility that we return TRUE for a
 reason?  Maybe an app fails if an error percolates up from
 WineEngRemoveFontResourceEx?

   
James:

The function should return an INT, not a BOOL.  Maybe returning a one is
better than returning TRUE, if TRUE = 1.   However, I don't like
changing a TRUE to a FALSE, as is done in both executions of teh called
function.  A little explanation on why the change is needed is in order
here.  The question that needs to be answered is:   Should the call
return a FALSE (0) or a TRUE (1) and then a patch formulated around the
answer to this question.

James McKenzie




Re: [Re] Vertex pipeline replacement

2008-10-30 Thread James McKenzie
Tobias Jakobi wrote:
 Short feedback:
 - Max Payne 2: works as expected, I don't see any visual changes
 - Morrowind: 3D rendering breaks completly, minor (blending?) issues in
 the menu as well - however ingame scenes are fully black now

 How should I report this? Open a bug? Should I do any regression testing
 (since your patchset consists of more than one patch)?

   
Do a regression test to locate which patch breaks Morrowmind. 

If you know which patch might have broken this, start there.  If you do
not, a normal regression test is a good idea.

James McKenzie





Re: [Re] Vertex pipeline replacement

2008-10-30 Thread James Hawkins
On Thu, Oct 30, 2008 at 10:07 PM, James McKenzie
[EMAIL PROTECTED] wrote:
 Tobias Jakobi wrote:
 Short feedback:
 - Max Payne 2: works as expected, I don't see any visual changes
 - Morrowind: 3D rendering breaks completly, minor (blending?) issues in
 the menu as well - however ingame scenes are fully black now

 How should I report this? Open a bug? Should I do any regression testing
 (since your patchset consists of more than one patch)?


 Do a regression test to locate which patch breaks Morrowmind.

 If you know which patch might have broken this, start there.  If you do
 not, a normal regression test is a good idea.


Tobias is referring to Stefan's RFC concerning his vertex pipeline
replacement patch.  Stefan asked for users to test the patch to see if
any games break.

-- 
James Hawkins