Re: Small Direct3D milestone

2007-05-20 Thread Carl-Daniel Hailfinger
On 19.05.2007 21:55, Stefan Dösinger wrote:
>> Did you change something affecting D3D multithreaded apps?
> I am currently working on this. Some fundamental work went into wine somewhen 
> between .33 and .35, but its not active yet. It was just some data structure 
> modifications to handle multiple contexts for one swapchain. Before that the 
> state management rework enabled us to keep track of states for multiple 
> contexts.
> 
> But right now I am working on making things really thread safe, and after 
> that 
> I can debug some gl crashes with the context selection patches I posted on 
> this list a few months ago so they can go in finally.

Cool.

>> Star Trek: 
>> Bridge Commander doesn't start for me (only blank screen) since 0.9.37.
>> http://appdb.winehq.org/appview.php?iVersionId=4207 (AppDB)
>> http://www.bridgecommander.com/indepth/bcdemo.htm (downloadable demo)
>> I'm using the opensource r300 ATI drivers if that matters.
> No idea about that. If it worked before a regression test will help

Will do a regression test and report back.

Regards,
Carl-Daniel




Re: Small Direct3D milestone

2007-05-19 Thread Stefan Dösinger
> Did you change something affecting D3D multithreaded apps?
I am currently working on this. Some fundamental work went into wine somewhen 
between .33 and .35, but its not active yet. It was just some data structure 
modifications to handle multiple contexts for one swapchain. Before that the 
state management rework enabled us to keep track of states for multiple 
contexts.

But right now I am working on making things really thread safe, and after that 
I can debug some gl crashes with the context selection patches I posted on 
this list a few months ago so they can go in finally.

> Star Trek: 
> Bridge Commander doesn't start for me (only blank screen) since 0.9.37.
> http://appdb.winehq.org/appview.php?iVersionId=4207 (AppDB)
> http://www.bridgecommander.com/indepth/bcdemo.htm (downloadable demo)
> I'm using the opensource r300 ATI drivers if that matters.
No idea about that. If it worked before a regression test will help



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Re: Small Direct3D milestone

2007-05-19 Thread Carl-Daniel Hailfinger
Hi!

On 11.05.2007 21:16, Stefan Dösinger wrote:
> With Wine 0.9.37 we've archieved something that I allow myself to call a 
> small 
> milestone - All Direct3D7 Immediate mode SDK demos successfully perform their 
> intended rendering.

Congratulations!

> Two major problems are left though, namely windowed opengl rendering(see the 
> junk where a menu bar should be) and GetDC(there should be a little bit of 
> text rendered, I disabled render target locking to get proper performance).
> 
> Where to go from here? I am currently fixing the DirectDraw rewrite 
> regressions I can get hold of, and I am trying to make D3D thread safe 
> finally. From the application point of view my focus will stay on fixing 
> older apps first, which somewhat includes getting thread safety, render 
> target locking and GetDC working properly.

Did you change something affecting D3D multithreaded apps? Star Trek:
Bridge Commander doesn't start for me (only blank screen) since 0.9.37.
http://appdb.winehq.org/appview.php?iVersionId=4207 (AppDB)
http://www.bridgecommander.com/indepth/bcdemo.htm (downloadable demo)
I'm using the opensource r300 ATI drivers if that matters.

Regards,
Carl-Daniel




Re: Small Direct3D milestone

2007-05-19 Thread H. Verbeet

On 12/05/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:

Am Samstag 12 Mai 2007 00:02 schrieb Raymond Barbiero:
> FYI, I get similar vertex blending errors playing Oblivion.
Oblivion is a direct3d9 game which makes heavy use of vertex shaders. I'd be
really surprised if it uses fixed function vertex blending, so I don't think
the problems in oblivion are related. They may be some rounding/precision
problem in the vertex shaders.


What wine version? There was a rounding issue with mova a couple of
versions ago.




Re: Small Direct3D milestone

2007-05-12 Thread Stefan Dösinger
Am Samstag 12 Mai 2007 00:02 schrieb Raymond Barbiero:
> > >> continueing work on software or shader emulation of it. I considered
> > >> vertex blending a somewhat academic feature.
>
> FYI, I get similar vertex blending errors playing Oblivion.
Oblivion is a direct3d9 game which makes heavy use of vertex shaders. I'd be 
really surprised if it uses fixed function vertex blending, so I don't think 
the problems in oblivion are related. They may be some rounding/precision 
problem in the vertex shaders.


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Re: Small Direct3D milestone

2007-05-12 Thread Vitaly Budovski

Martin Owens wrote:

Woot, thank you so much!

Stefan D�singer, is this a time to ask you for help getting the really
really easy bug in X11DRV_DIB_MapColor, oh go on pretty please with
sugar on top?

http://bugs.winehq.org/show_bug.cgi?id=6670



It looks like a duplicate of http://bugs.winehq.org/show_bug.cgi?id=2666
I sent some patches to the mailing list earlier, so when they are 
applied it should be fixed.


http://www.winehq.org/pipermail/wine-patches/2007-May/039073.html
http://www.winehq.org/pipermail/wine-patches/2007-May/039074.html
http://www.winehq.org/pipermail/wine-patches/2007-May/039075.html





Re: Small Direct3D milestone

2007-05-12 Thread Stefan Dösinger
Am Samstag 12 Mai 2007 06:12 schrieb Martin Owens:
> Woot, thank you so much!
>
> Stefan Dösinger, is this a time to ask you for help getting the really
> really easy bug in X11DRV_DIB_MapColor, oh go on pretty please with
> sugar on top?
>
> http://bugs.winehq.org/show_bug.cgi?id=6670
I'm sorry, but I don't know that part of the winex11.drv code. It seems to be 
unrelated to directx.


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Re: Small Direct3D milestone

2007-05-11 Thread Martin Owens

Woot, thank you so much!

Stefan Dösinger, is this a time to ask you for help getting the really
really easy bug in X11DRV_DIB_MapColor, oh go on pretty please with
sugar on top?

http://bugs.winehq.org/show_bug.cgi?id=6670

On 11/05/07, Raymond Barbiero <[EMAIL PROTECTED]> wrote:

> >> continueing work on software or shader emulation of it. I considered
> >> vertex blending a somewhat academic feature.

FYI, I get similar vertex blending errors playing Oblivion.









Re: Small Direct3D milestone

2007-05-11 Thread Raymond Barbiero
> >> continueing work on software or shader emulation of it. I considered 
> >> vertex blending a somewhat academic feature.

FYI, I get similar vertex blending errors playing Oblivion.





Re: Small Direct3D milestone

2007-05-11 Thread Chris Morgan

(*) Alexandre, if you want to freeze now its ok with me :-) The current d3d
code is feature rich enough for 1.0 IMHO, but of course I'll try to get the
fundamentals of more in :-)


On that topic, I'd like as much advance notice of a 1.0 release as
possible, I'll even swear to silence if a date is suspected but
doesn't want to be made public yet. There are several areas of the
appdb that should be improved prior to the 1.0 release and while we
are making progress it might take a month or so of serious hacking to
get things into the kind of shape we'd like to be in for the users
that will arrive when 1.0 drops.

Chris




Re: Small Direct3D milestone

2007-05-11 Thread Stefan Dösinger
Am Freitag 11 Mai 2007 22:54 schrieb H. Verbeet:
> On 11/05/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > Where to go from here?
>
> D3D8 :-)
Yeah, thats the other thing of course :-) But as I said even d3d7 and ddraw 
had a few biggies I want to fix. Of course I may grab some low hanging fruits 
like kicking out the fvf code from d3d8 and wined3d :-) Or get the sdk demos 
going, they should all work now by looking at their names.

The plan is still to sort as many biggies out before the 1.0 freeze(*). The 
sole difference between .36 and .37 from that regard are a few little fixes 
specific to the d3d7 sdk and bumpenv mapping implemented. Nothing that gets us 
as far as working multithreaded d3d.

Stefan,

(*) Alexandre, if you want to freeze now its ok with me :-) The current d3d 
code is feature rich enough for 1.0 IMHO, but of course I'll try to get the 
fundamentals of more in :-)


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Re: Small Direct3D milestone . Thank you - Wine team!

2007-05-11 Thread Thorsten Kani
Fascinating work -  please continue it! 

Please note that i am exited from Wine as a whole - without people doing 
the 'unsexy' jobs (eg: COM Work...),

Wine would never be succesful.  ;)

so long,
Thorsten






Stefan Dösinger schrieb:

Hi!

With Wine 0.9.37 we've archieved something that I allow myself to call a small 
milestone - All Direct3D7 Immediate mode SDK demos successfully perform their 
intended rendering. I have some screenshots on my university junk server:


http://stud4.tuwien.ac.at/~e0526822/sdkdemos1.png
http://stud4.tuwien.ac.at/~e0526822/sdkdemos2.png

Two major problems are left though, namely windowed opengl rendering(see the 
junk where a menu bar should be) and GetDC(there should be a little bit of 
text rendered, I disabled render target locking to get proper performance).


Some demos have a few smaller problems too. The bump earth and bump waves need 
vendor specific extensions(GL_NV_texture_shader2 / GL_ATI_envmap_bumpmap) and 
the bend demo needs GL_ARB_vertex_blend which nvidia does not support. So I 
took that screenshot on my mac running linux(ati radeon X1600. The mipmap 
demo renders the mipmaped texture garbled, although this works on nvidia 
cards. The Z buffer demo says w buffers aren't supported, but the normal z 
buffer does what the w buffer is supposed to do.


What does that mean for gamers? Nothing fancy really, the features used by 
games are implemented since a long time, the ones that used to miss(fixed 
function bump mapping, vertex blending) aren't really important for games. 
Other DirectDraw features like Overlays aren't implemented either, but we are 
Direct3D 7 feature complete.


Where to go from here? I am currently fixing the DirectDraw rewrite 
regressions I can get hold of, and I am trying to make D3D thread safe 
finally. From the application point of view my focus will stay on fixing 
older apps first, which somewhat includes getting thread safety, render 
target locking and GetDC working properly. My hope is also to fix the other 
related DX7 sdk demos, like the DDraw demos(except overlays, they are highly 
tricky with the current wined3d-x11drv integration) and getting native 
d3drm.dll working.


I also want to say thanks to all the small and big helpers who help with 
technical advise, debugging and regression testing. Special thanks goes to 
Henri without whom I'd be totally lost and who has to be credited for a huge 
majority of the shader work in the last half year, and a lot of other things 
too.


Thanks and continue the good work :-)
Stefan

PS: As for the screenshots, my space on that server is limited, so they will 
be gone sooner or later. I didn't want to send huge screenshots as 
attachments, not even as jpgs.



  






Re: Small Direct3D milestone

2007-05-11 Thread Mirek

Mirek napsal(a):

Stefan Dösinger napsal(a):

Am Freitag 11 Mai 2007 22:25 schrieb Mirek:

I have one game (Polda 5 Czech version only) which is unplayable without
vertex blending, with latest wine and my nvidia card it looks better,
but it is still not perfect (I have registry key for software
emulation), If you want, I can send you some debuging output, or
screenshot. So SDK demos are realy useful to get wine work with more 
apps.
I suppose you also have my software vertex emulation patches in, 
right? Screenshots would be good to look at. If there's really a game 
out there that doesn't work without this feature there's a point in 
continueing work on software or shader emulation of it. I considered 
vertex blending a somewhat academic feature.


Here is log message and some screenshots 
http://62.240.181.87/Mirek/wine/Polda%205/


Official game site: http://www.polda5.cz/

Characters and dynamicaly created objects are broken (but now with 
0.9.37 not unplayable), it is game from year 2005.




I forgot add link to download demo: 
http://www.polda5.cz/Download/Polda5Demo.exe


Mirek




Re: Small Direct3D milestone

2007-05-11 Thread Mirek

Stefan Dösinger napsal(a):

Am Freitag 11 Mai 2007 22:25 schrieb Mirek:

I have one game (Polda 5 Czech version only) which is unplayable without
vertex blending, with latest wine and my nvidia card it looks better,
but it is still not perfect (I have registry key for software
emulation), If you want, I can send you some debuging output, or
screenshot. So SDK demos are realy useful to get wine work with more apps.
I suppose you also have my software vertex emulation patches in, right? 
Screenshots would be good to look at. If there's really a game out there that 
doesn't work without this feature there's a point in continueing work on 
software or shader emulation of it. I considered vertex blending a somewhat 
academic feature.


Here is log message and some screenshots 
http://62.240.181.87/Mirek/wine/Polda%205/


Official game site: http://www.polda5.cz/

Characters and dynamicaly created objects are broken (but now with 
0.9.37 not unplayable), it is game from year 2005.


Mirek




Re: Small Direct3D milestone

2007-05-11 Thread H. Verbeet

On 11/05/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:

Where to go from here?

D3D8 :-)




Re: Small Direct3D milestone

2007-05-11 Thread Stefan Dösinger
Am Freitag 11 Mai 2007 22:25 schrieb Mirek:
> I have one game (Polda 5 Czech version only) which is unplayable without
> vertex blending, with latest wine and my nvidia card it looks better,
> but it is still not perfect (I have registry key for software
> emulation), If you want, I can send you some debuging output, or
> screenshot. So SDK demos are realy useful to get wine work with more apps.
I suppose you also have my software vertex emulation patches in, right? 
Screenshots would be good to look at. If there's really a game out there that 
doesn't work without this feature there's a point in continueing work on 
software or shader emulation of it. I considered vertex blending a somewhat 
academic feature.


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Description: PGP signature



Re: Small Direct3D milestone

2007-05-11 Thread Mirek

Coool!!

Stefan Dösinger napsal(a):

Hi!

With Wine 0.9.37 we've archieved something that I allow myself to call a small 
milestone - All Direct3D7 Immediate mode SDK demos successfully perform their 
intended rendering. I have some screenshots on my university junk server:


http://stud4.tuwien.ac.at/~e0526822/sdkdemos1.png
http://stud4.tuwien.ac.at/~e0526822/sdkdemos2.png

Two major problems are left though, namely windowed opengl rendering(see the 
junk where a menu bar should be) and GetDC(there should be a little bit of 
text rendered, I disabled render target locking to get proper performance).


Some demos have a few smaller problems too. The bump earth and bump waves need 
vendor specific extensions(GL_NV_texture_shader2 / GL_ATI_envmap_bumpmap) and 
the bend demo needs GL_ARB_vertex_blend which nvidia does not support. So I 
took that screenshot on my mac running linux(ati radeon X1600. The mipmap 
demo renders the mipmaped texture garbled, although this works on nvidia 
cards. The Z buffer demo says w buffers aren't supported, but the normal z 
buffer does what the w buffer is supposed to do.


What does that mean for gamers? Nothing fancy really, the features used by 
games are implemented since a long time, the ones that used to miss(fixed 
function bump mapping, vertex blending) aren't really important for games. 
Other DirectDraw features like Overlays aren't implemented either, but we are 
Direct3D 7 feature complete.


I have one game (Polda 5 Czech version only) which is unplayable without 
vertex blending, with latest wine and my nvidia card it looks better, 
but it is still not perfect (I have registry key for software 
emulation), If you want, I can send you some debuging output, or 
screenshot. So SDK demos are realy useful to get wine work with more apps.




Where to go from here? I am currently fixing the DirectDraw rewrite 
regressions I can get hold of, and I am trying to make D3D thread safe 
finally. From the application point of view my focus will stay on fixing 
older apps first, which somewhat includes getting thread safety, render 
target locking and GetDC working properly. My hope is also to fix the other 
related DX7 sdk demos, like the DDraw demos(except overlays, they are highly 
tricky with the current wined3d-x11drv integration) and getting native 
d3drm.dll working.


I also want to say thanks to all the small and big helpers who help with 
technical advise, debugging and regression testing. Special thanks goes to 
Henri without whom I'd be totally lost and who has to be credited for a huge 
majority of the shader work in the last half year, and a lot of other things 
too.


Thanks and continue the good work :-)
Stefan

PS: As for the screenshots, my space on that server is limited, so they will 
be gone sooner or later. I didn't want to send huge screenshots as 
attachments, not even as jpgs.




Mirek




Small Direct3D milestone

2007-05-11 Thread Stefan Dösinger
Hi!

With Wine 0.9.37 we've archieved something that I allow myself to call a small 
milestone - All Direct3D7 Immediate mode SDK demos successfully perform their 
intended rendering. I have some screenshots on my university junk server:

http://stud4.tuwien.ac.at/~e0526822/sdkdemos1.png
http://stud4.tuwien.ac.at/~e0526822/sdkdemos2.png

Two major problems are left though, namely windowed opengl rendering(see the 
junk where a menu bar should be) and GetDC(there should be a little bit of 
text rendered, I disabled render target locking to get proper performance).

Some demos have a few smaller problems too. The bump earth and bump waves need 
vendor specific extensions(GL_NV_texture_shader2 / GL_ATI_envmap_bumpmap) and 
the bend demo needs GL_ARB_vertex_blend which nvidia does not support. So I 
took that screenshot on my mac running linux(ati radeon X1600. The mipmap 
demo renders the mipmaped texture garbled, although this works on nvidia 
cards. The Z buffer demo says w buffers aren't supported, but the normal z 
buffer does what the w buffer is supposed to do.

What does that mean for gamers? Nothing fancy really, the features used by 
games are implemented since a long time, the ones that used to miss(fixed 
function bump mapping, vertex blending) aren't really important for games. 
Other DirectDraw features like Overlays aren't implemented either, but we are 
Direct3D 7 feature complete.

Where to go from here? I am currently fixing the DirectDraw rewrite 
regressions I can get hold of, and I am trying to make D3D thread safe 
finally. From the application point of view my focus will stay on fixing 
older apps first, which somewhat includes getting thread safety, render 
target locking and GetDC working properly. My hope is also to fix the other 
related DX7 sdk demos, like the DDraw demos(except overlays, they are highly 
tricky with the current wined3d-x11drv integration) and getting native 
d3drm.dll working.

I also want to say thanks to all the small and big helpers who help with 
technical advise, debugging and regression testing. Special thanks goes to 
Henri without whom I'd be totally lost and who has to be credited for a huge 
majority of the shader work in the last half year, and a lot of other things 
too.

Thanks and continue the good work :-)
Stefan

PS: As for the screenshots, my space on that server is limited, so they will 
be gone sooner or later. I didn't want to send huge screenshots as 
attachments, not even as jpgs.