Re: Implement THREAD_PRIORITY_TIME_CRITICAL
Willie Sippel wrote: No need for a full-blown game, I use this great free 5.9MB demo to test audio on Wine: http://www.pouet.net/prod.php?which=18359 Unbearable with regular Wine (kernel 2.6.13/ amd64, gentoo r5 patchset - can't test with later kernels, as there's a problem with the SCSI-subsystem as of 2.6.14), just dandy with Mikes patch and realtime-lsm... This works 101% perfectly under WINE (CVS HEAD, no special patches), running as a user, kernel 2.4.31, wine-oss sound driver on top of ALSA 1.0.5a's OSS emulation. Frame rate isn't brilliant (750MHz machine) but audio is spotless. My sound hardware is: 0 [Live ]: EMU10K1 - Sound Blaster Live! Sound Blaster Live! (rev.7) at 0xd800, irq 12 FYI my audio experience with this setup has been flawless with wine for as long as I can remember, at least devoid of the stutters and noise that many people seem to experience. Wow, I just tried the demo with wine's 'native' ALSA driver and the audio does break up a lot... --adam
Re: Failed to find a suitable visual
Saulius Krasuckas wrote: OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce2 MX/AGP/SSE OpenGL version string: 1.5.3 NVIDIA 71.74 [..] visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat -- 0x21 16 tc 0 16 0 r y . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x22 16 dc 0 16 0 r y . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x23 16 tc 0 16 0 r . . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x24 16 tc 0 16 0 r y . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x25 16 tc 0 16 0 r . . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x26 16 dc 0 16 0 r . . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x27 16 dc 0 16 0 r y . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x28 16 dc 0 16 0 r . . 5 6 5 0 4 0 0 16 16 16 16 0 0 None If I remember correctly (my GF2 blew up last year), this card does implement/advertise stencil buffers if you run in 24-bit mode. That would certainly help to identify whether the lack of stencil is a problem here. --adam
Re: Failed to find a suitable visual
Oliver Stieber wrote: That's odd, you don't have a single visual that supports a stencil buffer. I'm fairly sure that OpenGL requires at least one, but seeing as you don't have any I'll send in a new patch. There's no requirement that a GL implementation supports stencil buffers in any way (or accumulation buffers, or indexed-colour modes, or destination-alpha, or quad-buffers, or...), unless of course it advertises a visual with those features, which it is under no obligation to do. Cheers, --Adam
Re: [x11drv] d3d stencil support
Hi! Oliver Stieber wrote: +if (visual == NULL) { +/* fallback to a 1 bit stencil (opengl states that at least 1 bit of stencil must be provided for on of the available configurations) */ +WARN(Failed to get a visual with at least 8 bits of stencil\n); +int dblBuf2[] = {GLX_RGBA,GLX_DEPTH_SIZE,16,GLX_STENCIL_SIZE,1,GLX_DOUBLEBUFFER,None}; + +wine_tsx11_lock(); +visual = pglXChooseVisual(display, DefaultScreen(display), dblBuf2); +wine_tsx11_unlock(); +if (visual == NULL) { +/* This should only happen if we cannot fidn a match with a depth size 16 */ +FIXME(Failed to find a suitable visual\n); +} +} It's always nice to have a fallback, but in real life I've never seen PC hardware (even back to the 90s) which supports a 1-bit stencil buffer and not a 8-bit stencil buffer, so this may be over-redundant. (Would be interested in hearing of any consumer hardware which only does a 1-bit stencil.) Regards, --adam
Re: [x11drv] d3d stencil support
Oliver Stieber wrote: The fallback is there because 1 bit stencil is the minimum required by the opengl specification, so it is possible that somewhere there is a driver that only supports 1 bit stencil. I understood that, I was simply saying that I don't think there's ever been a consumer graphics card that did only 1-7 bits -- they seem to universally do 0 or 8 bits of stencil (even the software-renderers), so the fallback is likely a waste of breath, though I appreciate caution. Perhaps more to the point, does D3D only guarantee a 1-bit stencil buffer? A 1-bit stencil buffer (most especially one without GL_EXT_stencil_wrap) is of very, very limited use. I somewhat expect that no D3D applications (except maybe, just maybe, some very simple test-apps) will actually operate correctly with a 1-bit unwrapped stencil. Cheers, --adam
Re: DirectDraw YUV overlays
Lionel Ulmer wrote: I would suggest using the Xv extensions again if possible. Yes, and it will provide hardware-based scaling for free too... I wonder if GL exports any YUV-like texture formats on modern hardware. Not really. :( There's an apple-specific extension for it. On the other hand, YUV-RGB conversion should be really easy to write as a fragment program (either NV_texture_shader, ARB_fragment_shader [GLSL], ARB_fragment_program, NV_fragment_program) on any gf3-era card or later, which I'm guessing is why not many implementors are rushing to standardise YUV textures. --Adam
Re: Voodoo3, Banshee and D3D
Troy Rollo wrote: Given the age of the hardware I didn't plan to get into finding the correct fix, since the hack works for the time being to allow me to debug other problems and I haven't heard of anybody else complaining about D3D on Voodoo3 and Banshee cards. Oh, I would have complained, but I just upgraded to a geforce instead. :) --Adam