Re: [PATCH] This patch fixes context menu crashes for edit controlsas apparent in vb apps.

2009-06-07 Thread Dmitry Timoshkov

"Michael Martin"  wrote:


The following patch fixes 18130. In my tests, context menu for
the Edit window control does not send the WM_COMMAND message.
Please comment.


And what is the reason of the crash? Please add a test case
replicating the problem first, only then start fixing it.

--
Dmitry.




Re: d3d9: Add DF16 support

2009-06-07 Thread Henri Verbeet
2009/6/7 Frank Richter :
> On 07.06.2009 22:22, Henri Verbeet wrote:
>> Even if the format isn't lockable, you can still use the data with a
>> shader.
>
> If it's a typical depth format the shader will see normalized values.
>
Yes, but floating point formats aren't "typical".

> Information on DF16 seems to be sparse, one thing I found was:
> http://discussms.hosting.lsoft.com/SCRIPTS/WA-MSD.EXE?A2=ind0611A&L=DIRECTXDEV&P=R2492&I=-3&d=No+Match%3BMatch%3BMatches
> It says that DF16 returns "real" depth values - which would indeed be
> normalized.
>
Ok, I guess the format could just be named badly, although Chris makes
a good point about precision, even if the values are normalized.

> Some ATI graphics demos (e.g. Toy Shop).
>
If those demos have source, it might be useful to look at that for
hints. At the very least this needs tests to determine if the values
are normalized or not.




Re: d3d9: Add DF16 support

2009-06-07 Thread Stefan Dösinger


Am 07.06.2009 um 10:35 schrieb Henri Verbeet:


2009/6/7 Frank Richter :
As far as I could gather DF16 is the "ATI way" of getting a  
renderable

16 bit depth texture.

Without knowing much about the actual format, DF16 implies this should
be a floating point format, similar to the ones provided by
ARB_depth_buffer_float. Also, could you please add this at the same
location as the other depth formats?
I don't think it is a float format, in spite of the name. I don't  
understand what it exactly is, but it seems that ATI Windows drivers  
cannot use regular D3DFMT_D16 or D24S8 as texture. That means that if  
an app wants a depth texture it has to StretchRect from the depth  
stencil to a D3DFMT_Lx texture.


I think when D16 is used in a shader it is supposed to behave like  
GL_ARB_shadow. Sometimes this is not flexible enough, and hearsay says  
it does not work on ATI cards.


My understanding is that the different formats work somewhat like this:

D3DFMT_D16 / D24X8, D24S8(all? nv only?): GL_ARB_shadow / shadow2D()  
in GLSL
DF16, DF24(ati): Like sampling DEPTH_COMPONENT24 formats with regular  
texture2D

INTZ(nv): denormalized texture2D()
RAWZ(nv): Comparable to INTZ, but needs some extra calculations. I  
guess we'll not implement this, only INTZ.


If this is correct, Franks patch is content wise correct. I think  
we'll need tests to see if my understanding of the formats is correct.






Re: d3d9: ATI1N support

2009-06-07 Thread Stefan Dösinger

Nice that you found a way to support this format :-)

Can you separate the compressed data loading changes from the ATI1N  
specific changes? I will make regression testing easier if anything  
should break.


Do you have an app that needs this format? I think a test would be a  
good idea.


Am 07.06.2009 um 09:48 schrieb Frank Richter:


---
dlls/wined3d/device.c   |5 +-
dlls/wined3d/directx.c  |8 +++
dlls/wined3d/surface.c  |  110
---
dlls/wined3d/surface_base.c |6 +-
dlls/wined3d/utils.c|6 ++
include/wine/wined3d.idl|1 +
6 files changed, 82 insertions(+), 54 deletions(-)


diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index f1dd938..a08f713 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -920,10 +920,9 @@ static HRESULT WINAPI  
IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface,

mul_4h = (Height + 3) & ~3;
if (WINED3DFMT_UNKNOWN == Format) {
Size = 0;
-} else if (Format == WINED3DFMT_DXT1) {
-/* DXT1 is half byte per pixel */
+} else if (Format == WINED3DFMT_DXT1 || Format ==  
WINED3DFMT_ATI1N) {

+/* DXT1, ATI1N are half byte per pixel */
Size = (mul_4w * glDesc->byte_count * mul_4h) >> 1;
-
} else if (Format == WINED3DFMT_DXT2 || Format ==  
WINED3DFMT_DXT3 ||
   Format == WINED3DFMT_DXT4 || Format ==  
WINED3DFMT_DXT5 ||

   Format == WINED3DFMT_ATI2N) {
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 4a2a270..60045aa 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2467,6 +2467,14 @@ static BOOL CheckTextureCapability(struct  
WineD3DAdapter *adapter,

return FALSE;

/* Vendor specific formats */
+case WINED3DFMT_ATI1N:
+if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
+TRACE_(d3d_caps)("[OK]\n");
+return TRUE;
+}
+TRACE_(d3d_caps)("[FAILED]\n");
+return FALSE;
+
case WINED3DFMT_ATI2N:
if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) ||  
GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
shader_backend = select_shader_backend(adapter,  
DeviceType);

diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 2f5554f..6469fa4 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -132,6 +132,25 @@ static BOOL  
primary_render_target_is_p8(IWineD3DDeviceImpl *device)

return FALSE;
}

+/* Download data for a compressed surface */
+static void surface_download_data_compressed(IWineD3DSurfaceImpl  
*This, const struct GlPixelFormatDesc *format_desc) {
+TRACE("(%p) : Calling glGetCompressedTexImageARB level %d,  
format %#x, type %#x, data %p\n",
+	This, This->glDescription.level, format_desc->glFormat,  
format_desc->glType,

+   This->resource.allocatedMemory);
+
+if(This->Flags & SFLAG_PBO) {
+   GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
+   checkGLcall("glBindBufferARB");
+	GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target,  
This->glDescription.level, NULL));

+   checkGLcall("glGetCompressedTexImageARB()");
+   GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
+   checkGLcall("glBindBufferARB");
+} else {
+	GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target,  
This->glDescription.level, This->resource.allocatedMemory));

+   checkGLcall("glGetCompressedTexImageARB()");
+}
+}
+
/* This call just downloads data, the caller is responsible for  
activating the

 * right context and binding the correct texture. */
static void surface_download_data(IWineD3DSurfaceImpl *This) {
@@ -145,31 +164,19 @@ static void  
surface_download_data(IWineD3DSurfaceImpl *This) {

}

ENTER_GL();
-
-if (format_desc->format == WINED3DFMT_DXT1 || format_desc- 
>format == WINED3DFMT_DXT2
-|| format_desc->format == WINED3DFMT_DXT3 ||  
format_desc->format == WINED3DFMT_DXT4
-|| format_desc->format == WINED3DFMT_DXT5 ||  
format_desc->format == WINED3DFMT_ATI2N)

-{
+
+if (format_desc->format == WINED3DFMT_DXT1 || format_desc- 
>format == WINED3DFMT_DXT2
+	|| format_desc->format == WINED3DFMT_DXT3 || format_desc- 
>format == WINED3DFMT_DXT4

+   || format_desc->format == WINED3DFMT_DXT5) {
if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can  
assume this as the texture would not have been created otherwise */
FIXME("(%p) : Attempting to lock a compressed texture  
when texture compression isn't supported by opengl\n", This);

} else {
-TRACE("(%p) : Calling glGetCompressedTexImageARB level  
%d, format %#x, type %#x, data %p\n",
-This, This->glDescription.level, format_desc- 
>glFormat, format_desc->glType,

-This->resource.allocatedMemory);
-
-if(This->Flags & SFLAG_PBO) {
-   

Re: gdiplus: Add support for horizontal string alignment to GdipDrawString

2009-06-07 Thread Vincent Povirk
On Sun, Jun 7, 2009 at 8:27 PM, Stephan Rose wrote:
> Well it'd have to be top left and top right. Given those two, top center
> will be determined by DrawText on it's own when given DT_CENTER
> alignment.
>
> Ok I think that I'm really going to have to do is make a rotated test
> app to see what happens. Only 'issue' here is that I am not even
> remotely setup here at home for writing / compiling any kind of native
> windows software. While I have a windows installation, use it like maybe
> once every couple weeks for some occasional gaming.
>
> Is there any easy way for me to do this under linux? MingW I suppose?

Mingw should work. I've found sometimes that the mingw headers and
libraries have been inadequate, and I've had to compile with the
switches used by "make crosstest". I think they'll be good enough in
this case.

Technically, you could also run the test case using native gdiplus in
Wine. In that case you could use winegcc. But I think you'll want to
set up mingw anyway so you can compile Wine tests for Windows.

Vincent Povirk




Re: gdiplus: Add support for horizontal string alignment to GdipDrawString

2009-06-07 Thread Stephan Rose
On Sun, 2009-06-07 at 19:53 -0500, Vincent Povirk wrote:
> This looks wrong to me. You're only adjusting the left coordinate, but
> in case of a rotation in the world transform, you'll need to adjust
> the top as well.
> 
> Also, I think you may still be able to use DT_CENTER and DT_RIGHT
> rather than measuring the string beforehand. Creating a rectangle
> something like the original is difficult, but DrawText probably only
> needs to know the top-center or top-right point to do these other
> alignments. So it should be able to align things properly if you give
> it a rectangle where all corners are the point where it anchors the
> text.

Well it'd have to be top left and top right. Given those two, top center
will be determined by DrawText on it's own when given DT_CENTER
alignment. 

Ok I think that I'm really going to have to do is make a rotated test
app to see what happens. Only 'issue' here is that I am not even
remotely setup here at home for writing / compiling any kind of native
windows software. While I have a windows installation, use it like maybe
once every couple weeks for some occasional gaming.

Is there any easy way for me to do this under linux? MingW I suppose?

Thanks,

Stephan






Re: gdiplus: Add support for horizontal string alignment to GdipDrawString

2009-06-07 Thread Vincent Povirk
This looks wrong to me. You're only adjusting the left coordinate, but
in case of a rotation in the world transform, you'll need to adjust
the top as well.

Also, I think you may still be able to use DT_CENTER and DT_RIGHT
rather than measuring the string beforehand. Creating a rectangle
something like the original is difficult, but DrawText probably only
needs to know the top-center or top-right point to do these other
alignments. So it should be able to align things properly if you give
it a rectangle where all corners are the point where it anchors the
text.

DrawText doesn't need the original rectangle because gdiplus does the
clipping and wrapping (and it already doesn't get the original
rectangle anyway).

Vincent Povirk



On Sat, Jun 6, 2009 at 2:19 PM, Stephan Rose wrote:
> Adds support for horizontal string alignment to GdipDrawString without
> using DT_CENTER or DT_RIGHT.
>
>
>
>




New winetricks 20090607: new verbs d3dx9, fontsmooth-foo, vb2run, vcrun2008sp1, wme9, xact

2009-06-07 Thread Dan Kegel
Another, er, quarter, another winetricks.

Online as always at
 http://kegel.com/wine/winetricks
or
 http://winezeug.googlecode.com

Thanks to Austin English for taking on most of the work keeping
winetricks up to date!
(And apologies for my own slowness in doing another release.)

Changes since 20090116:


r491 | daniel.r.kegel | 2009-06-07 17:36:52 -0700 (Sun, 07 Jun 2009) | 2 lines

Bump version, mention that Dan still maintains too.


r489 | daniel.r.kegel | 2009-06-07 17:14:08 -0700 (Sun, 07 Jun 2009) | 4 lines

Avoid using gnu tar extensions in liberation verb.
Simplifies opensolaris support.



r479 | austinenglish | 2009-05-31 20:11:06 -0700 (Sun, 31 May 2009) | 2 lines

winetricks: Dan doesn't like subshells. I agree, they're messy. Get
rid of one for liberation.


r478 | austinenglish | 2009-05-31 20:08:27 -0700 (Sun, 31 May 2009) | 2 lines

winetricks: clarify volnum workaround for vcrun2008


r477 | austinenglish | 2009-05-31 19:52:50 -0700 (Sun, 31 May 2009) | 2 lines

winetricks: make sure we 'try' for all cp's, fix case-sensitive ones
with wildcards


r476 | austinenglish | 2009-05-31 19:08:30 -0700 (Sun, 31 May 2009) | 2 lines

winetricks: only output Opensolaris info if running on OpenSolaris


r475 | austinenglish | 2009-05-31 18:56:46 -0700 (Sun, 31 May 2009) | 2 lines

winetricks: fix version function to only print the version


r474 | daniel.r.kegel | 2009-05-31 17:38:50 -0700 (Sun, 31 May 2009) | 2 lines

Be slightly more descriptive in fontsmooth verbs.


r473 | austinenglish | 2009-05-31 12:55:44 -0700 (Sun, 31 May 2009) | 2 lines

winetricks: work around kde bug


r472 | austinenglish | 2009-05-30 19:03:23 -0700 (Sat, 30 May 2009) | 2 lines

winetricks: minor ie6 fixes


r471 | austinenglish | 2009-05-30 12:07:52 -0700 (Sat, 30 May 2009) | 2 lines

winetricks: fix vcrun2008sp1 for old wine versions (1.0.1)


r470 | austinenglish | 2009-05-30 08:48:48 -0700 (Sat, 30 May 2009) | 2 lines

winetricks: make sure to run gunzip in a separate shell


r467 | austinenglish | 2009-05-28 17:01:27 -0700 (Thu, 28 May 2009) | 2 lines

winetricks: add a note about fixing local keystores for OpenSolaris


r466 | austinenglish | 2009-05-28 16:50:17 -0700 (Thu, 28 May 2009) | 2 lines

winetricks: fix busted urls and make a new release


r465 | austinenglish | 2009-05-28 16:49:11 -0700 (Thu, 28 May 2009) | 2 lines

winetricks: fix typo in last patch (liberation opensolaris fix)


r464 | austinenglish | 2009-05-28 16:35:22 -0700 (Thu, 28 May 2009) | 2 lines

winetricks: fix liberation verb for systems without tar (Patch by Matt
Lewandowsky)


r462 | austinenglish | 2009-05-27 21:29:30 -0700 (Wed, 27 May 2009) | 2 lines

winetricks: disable services for wmp9/wmp10


r461 | austinenglish | 2009-05-27 21:09:51 -0700 (Wed, 27 May 2009) | 2 lines

winetricks: fix ie6 install


r460 | austinenglish | 2009-05-27 00:38:10 -0700 (Wed, 27 May 2009) | 2 lines

winetricks: fix ie6 verb for non-english locales


r439 | austinenglish | 2009-04-20 20:26:21 -0700 (Mon, 20 Apr 2009) | 2 lines

winetricks: add gecko-dbg verb


r438 | austinenglish | 2009-04-19 18:49:30 -0700 (Sun, 19 Apr 2009) | 2 lines

winetricks: add version function


r430 | austinenglish | 2009-04-06 23:40:27 -0700 (Mon, 06 Apr 2009) | 2 lines

winetricks: fix download for fontfix verb


r422 | austinenglish | 2009-03-30 17:

Re: d3d9: Add DF16 support

2009-06-07 Thread Kovács András
2009. 06. 7, vasárnap keltezéssel 23.05-kor Frank Richter ezt írta:
> On 07.06.2009 22:22, Henri Verbeet wrote:
> > Even if the format isn't lockable, you can still use the data with a
> > shader. 
> 
> If it's a typical depth format the shader will see normalized values.
> 
> Information on DF16 seems to be sparse, one thing I found was:
> http://discussms.hosting.lsoft.com/SCRIPTS/WA-MSD.EXE?A2=ind0611A&L=DIRECTXDEV&P=R2492&I=-3&d=No+Match%3BMatch%3BMatches
> It says that DF16 returns "real" depth values - which would indeed be
> normalized.
> 
> > Typically float formats aren't normalized, so you can have
> > values outside the traditional [0.0,1.0] range. 
> > If there's no specific
> > extension for this format you could use GL_DEPTH_COMPONENT32F as
> > internal format and GL_HALF_FLOAT_ARB as type, although that would
> > waste some memory, of course.
> 
> On what graphics cards is that extension supported?
> DF16 is supported since the R300. It appears that float depth formats
> are much younger, so it seems unlikely DF16 is actually a float format
> internally.
> Does D3D(9) allow a depth range outside [0.0,1.0] anyway?
> 
> > Is there any specific application that
> > needs this format?
> 


GTA4 for example. (it checks only DF16, DF24, INTZ, RAWZ formats, and
because there is no support, it exits with an error message.)


> Some ATI graphics demos (e.g. Toy Shop).
> Probably at least some games that use shadow mapping.
> 
> -f.r.
> 





Re: wined3d:

2009-06-07 Thread James McKenzie
Pavel Prochazka wrote:

There is an open bug for this problem, 14746.  Can you clean up and
attach your fix to this bug so that others can try it?

I did apply it cleanly, through three steps to version 1.1.22 of Wine.

James McKenzie





Re: [Bugzilla]: Refuse to accept comments with big number of logs / back traces

2009-06-07 Thread Vitaliy Margolen
Austin English wrote:
> On Sun, Jun 7, 2009 at 12:25 PM, Vitaliy
> Margolen wrote:
>> The limits are:
>> 20 lines for logs (fixme, trace, err, warn)
>> 10 lines for back traces
>> ---
>>  Bugzilla/Bug.pm |7 +++
>>  template/en/default/global/user-error.html.tmpl |4 
>>  2 files changed, 11 insertions(+), 0 deletions(-)
> 
> While I'm hugely in favor of this, AFAICT, this blocks everyone from
> doing so, correct?
> 
> What about developers that know what they're doing, or Anastasius?
> 
Developers are not any different then everyone else. Big long posts make any
bug hard to read, regardless who made this post. If developers need to paste
huge amounts of logs, they should think twice if they really need it or not.

20 lines ought to be enough to get the point across. If that's not enough,
one could make two posts. Or add +tid to the mix (as Anastasius does all the
time) 

Vitaliy.




Re: d3d9: Add DF16 support

2009-06-07 Thread Chris Robinson
On Sunday 07 June 2009 2:05:41 pm Frank Richter wrote:
> On what graphics cards is that extension supported?
> DF16 is supported since the R300. It appears that float depth formats
> are much younger, so it seems unlikely DF16 is actually a float format
> internally.

Just to note, there is a much earlier depth-float format in GL, before the ARB 
or NV versions came out:
http://www.opengl.org/registry/specs/EXT/wgl_depth_float.txt

It seems its main purpose is increased precision over the non-linear range of 
the buffer values. Unfortunately, Wine doesn't implement this extension, as 
there is no GLX equivalent.




Re: d3d9: Add DF16 support

2009-06-07 Thread Frank Richter
On 07.06.2009 22:22, Henri Verbeet wrote:
> Even if the format isn't lockable, you can still use the data with a
> shader. 

If it's a typical depth format the shader will see normalized values.

Information on DF16 seems to be sparse, one thing I found was:
http://discussms.hosting.lsoft.com/SCRIPTS/WA-MSD.EXE?A2=ind0611A&L=DIRECTXDEV&P=R2492&I=-3&d=No+Match%3BMatch%3BMatches
It says that DF16 returns "real" depth values - which would indeed be
normalized.

> Typically float formats aren't normalized, so you can have
> values outside the traditional [0.0,1.0] range. 
> If there's no specific
> extension for this format you could use GL_DEPTH_COMPONENT32F as
> internal format and GL_HALF_FLOAT_ARB as type, although that would
> waste some memory, of course.

On what graphics cards is that extension supported?
DF16 is supported since the R300. It appears that float depth formats
are much younger, so it seems unlikely DF16 is actually a float format
internally.
Does D3D(9) allow a depth range outside [0.0,1.0] anyway?

> Is there any specific application that
> needs this format?

Some ATI graphics demos (e.g. Toy Shop).
Probably at least some games that use shadow mapping.

-f.r.



signature.asc
Description: OpenPGP digital signature



Re: d3d9: Add DF16 support

2009-06-07 Thread Henri Verbeet
2009/6/7 Frank Richter :
> On 07.06.2009 19:35, Henri Verbeet wrote:
>> 2009/6/7 Frank Richter :
>>> As far as I could gather DF16 is the "ATI way" of getting a renderable
>>> 16 bit depth texture.
>> Without knowing much about the actual format, DF16 implies this should
>> be a floating point format, similar to the ones provided by
>> ARB_depth_buffer_float.
>
> Maybe... but it seems that format is solely intended for use on render
> target textures, not any download or upload... so not sure if the data
> type would matter in practice. Also, I didn't find a 16-bit float depth
> texture format for OpenGL so far.
>
Even if the format isn't lockable, you can still use the data with a
shader. Typically float formats aren't normalized, so you can have
values outside the traditional [0.0,1.0] range. If there's no specific
extension for this format you could use GL_DEPTH_COMPONENT32F as
internal format and GL_HALF_FLOAT_ARB as type, although that would
waste some memory, of course. Is there any specific application that
needs this format?




Re: d3d9: Add DF16 support

2009-06-07 Thread Frank Richter
On 07.06.2009 19:35, Henri Verbeet wrote:
> 2009/6/7 Frank Richter :
>> As far as I could gather DF16 is the "ATI way" of getting a renderable
>> 16 bit depth texture.
> Without knowing much about the actual format, DF16 implies this should
> be a floating point format, similar to the ones provided by
> ARB_depth_buffer_float. 

Maybe... but it seems that format is solely intended for use on render
target textures, not any download or upload... so not sure if the data
type would matter in practice. Also, I didn't find a 16-bit float depth
texture format for OpenGL so far.

> Also, could you please add this at the same
> location as the other depth formats?

Well I added it to the vendor-specific formats because it _is_
ATI-specific...

-f.r.




Re: [Bugzilla]: Refuse to accept comments with big number of logs / back traces

2009-06-07 Thread Austin English
On Sun, Jun 7, 2009 at 12:25 PM, Vitaliy
Margolen wrote:
>
> The limits are:
> 20 lines for logs (fixme, trace, err, warn)
> 10 lines for back traces
> ---
>  Bugzilla/Bug.pm                                 |    7 +++
>  template/en/default/global/user-error.html.tmpl |    4 
>  2 files changed, 11 insertions(+), 0 deletions(-)

While I'm hugely in favor of this, AFAICT, this blocks everyone from
doing so, correct?

What about developers that know what they're doing, or Anastasius?

-- 
-Austin




Re: d3d9: Add DF16 support

2009-06-07 Thread Henri Verbeet
2009/6/7 Frank Richter :
> As far as I could gather DF16 is the "ATI way" of getting a renderable
> 16 bit depth texture.
Without knowing much about the actual format, DF16 implies this should
be a floating point format, similar to the ones provided by
ARB_depth_buffer_float. Also, could you please add this at the same
location as the other depth formats?




Re: d3d9: ATI1N support

2009-06-07 Thread Henri Verbeet
2009/6/7 Frank Richter :
> +/* Download data for a compressed surface */
> +static void surface_download_data_compressed(IWineD3DSurfaceImpl *This, 
> const struct GlPixelFormatDesc *format_desc) {
> +TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, 
> type %#x, data %p\n",
> + This, This->glDescription.level, format_desc->glFormat, 
> format_desc->glType,
> + This->resource.allocatedMemory);
> +
> +if(This->Flags & SFLAG_PBO) {
> + GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
> + checkGLcall("glBindBufferARB");
> + GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, 
> This->glDescription.level, NULL));
> + checkGLcall("glGetCompressedTexImageARB()");
> + GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
> + checkGLcall("glBindBufferARB");
> +} else {
> + GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, 
> This->glDescription.level, This->resource.allocatedMemory));
> + checkGLcall("glGetCompressedTexImageARB()");
> +}
> +}

Please don't add tabs. I also think wined3d would be more appropriate
as module name for these patches.




Re: Test box tagged [dr-asus]

2009-06-07 Thread John Klehm
> 2009/6/7 Francois Gouget :
>
>> Winetest should have an email field (optional) to make contacting the
>> tester easier. That and also a description field (bug 13027) so one can
>> give a proper description of the setup the tests are running on (e.g.
>> locale, running in vmware or not, etc).
>

I'd agree but only to the extent of things which can't be reliably
automatically detected.

A google search listed a way to detect virtual pc and vmware [1].
Another search gave the impression that locale could be determined
from using GetUserDefaultLangID or GetUserDefaultUILanguage.

Best,
--John

[1] http://www.codegurus.be/codegurus/Programming/virtualpc&vmware_en.htm




Re: cd-roms that need unhide

2009-06-07 Thread Dan Kegel
On Sat, Jun 6, 2009 at 10:10 PM, Jeremy White wrote:
>> What say?  Would this help users more than it would hurt?
>
> Dan, can you just quick check the file system type?  If it's
> UDF, then it's a known issue.

I think it's iso9660, but you can check yourself, I uploaded it to
http://kegel.com/wine/dknydelicious.iso
It's 281MB.  (And I think it's two years old, not fresh, but it's
one of those free discs they insert in magazines.)
- Dan




Re: Test box tagged [dr-asus]

2009-06-07 Thread David Gerard
2009/6/7 Francois Gouget :

> Winetest should have an email field (optional) to make contacting the
> tester easier. That and also a description field (bug 13027) so one can
> give a proper description of the setup the tests are running on (e.g.
> locale, running in vmware or not, etc).


+1

I'd expect most people running the tests would be happy to give more
detail as needed, as that would help Wine run better on their stuff!


- d.




Re: Test box tagged [dr-asus]

2009-06-07 Thread Francois Gouget
On Sat, 6 Jun 2009, Nikolay Sivov wrote:

> Hi.
> 
> Does anyone no whose box is it (dr-asus)? It has some (actually always 10)
> test failures for ListView and
> I think it's possible to find a cause. Same failures on 2k and XP actually.
> 
> I'd like to contact owner for testing some patches.

Winetest should have an email field (optional) to make contacting the 
tester easier. That and also a description field (bug 13027) so one can 
give a proper description of the setup the tests are running on (e.g. 
locale, running in vmware or not, etc).


-- 
Francois Gouget   http://fgouget.free.fr/
   If it stinks, it's chemistry. If it moves, it's biology.
  If it does not work, It's computer science.




Re: [PATCH] This patch fixes context menu crashes for edit controls as apparent in vb apps.

2009-06-07 Thread Reece Dunn
2009/6/7 Michael Martin :

You'll need to include the patch as an attachment (renamed as a text
file if your mail client messes up the encoding), instead of including
it in the body text (the indentation in the patch you included has
been removed by your mail client).

> + BOOL selectedMenuItem;
> ...
> + selectedMenuItem = TrackPopupMenu(popup, TPM_LEFTALIGN | TPM_RIGHTBUTTON |
> TMPRETURNCMD, x, y, 0, es->hwndSelf, NULL);
> + switch (selectedMenuItem) {

Despite TrackPopupMenu having a BOOL return type, using an int would
make it more readable (selectedMenuItem is not being used as a boolean
value, but as a command index). Alternatively, just use:

switch (TrackPopupMenu(...)) {

TMPRETURNCMD -- This should be TMP_RETURNCMD. Is this an error when
adding the patch to the email?

Thanks for contributing to Wine,
- Reece




Re: Wine translation statistics sources

2009-06-07 Thread Mikołaj Zalewski



If you send me the necessary information I can probably take care of it.
 

 I've uploaded the lastest version to 
http://www.mikolaj.zalewski.pl/dl/wine-transl.tgz . There is a README 
there, but basically one needs to start with copying 
scripts/config-example to scripts/config and setting the paths. There 
should be a path to a Wine tree, a path to a temporary work directory 
and a path to the directory with the final data (all of these must be 
writeable by the scripts). With this set, one should do 'cd scripts && 
./Master.sh'. This should create langs/ and dumps/ directories, first in 
the work directory and then move them to the final data directory (it's 
good for the temporary and final directory to be on the same filesystem 
for the move to appear to be atomic). It will also synchronize the conf 
directory in scripts/ with the one in the permanent data directory.
 With these files persent, the php/config.php should be edited to point 
to the final data directory. With this set, the PHP should show the 
translation state.
 I'm showing separate statistics for 1.1.x and 1.0.x by having the same 
code in two different places. The config.php contains some options that 
allow to use the same codebase for this (with changes only in config).


Mikołaj




Re: Wine translation statistics sources

2009-06-07 Thread Alexandre Julliard
Mikołaj Zalewski  writes:

>  It's online again. Having it on WineHQ would probably give a better
> uptime (and a much better latency, but this should also improve on my
> side, when I won't need a temporary SSH tunnel anymore and will move
> the HTTP server from my good old Pentium 100MHz to a new Atom
> machine). I've been in contact with Jeremy Newman about it some time
> ago, but, after a few exchanges, my e-mails got unanswered, so I
> assumed he is too busy to help with it (and, alone, I don't know how
> to do it).

If you send me the necessary information I can probably take care of it.

-- 
Alexandre Julliard
julli...@winehq.org