Re: Call for DirectPlay captures

2006-11-27 Thread Kai Blin
On Monday 27 November 2006 08:39, Kai Blin wrote: On a side note, broadcasting for servers seems to fail (i.e. never produces a packet). This seems to be a winsock problem, too. I don't have a Windows box with multiple NICs set up anywhere, but it seems like either our winsock implementation

WineD3D state management

2006-11-27 Thread Stefan Dösinger
Hi, In the past days I've been hacking on implementing my state management ideas, and I think I've come to a state where I don't have to be completely ashamed of my patches :-) First, what the code does NOT do yet: * Pixel Shaders, GLSL shaders: I only had my notebook with the M9 available, so

Re: Call to all packagers (especially Debian)

2006-11-27 Thread Scott Ritchie
On Sat, 2006-11-25 at 19:36 -0700, Vitaliy Margolen wrote: It seems there is no end to how far will packagers go to brake Wine by trying to make it better I thought it's been fixed a long time ago, but it seems not. Wine packages for Debian split important Wine parts into separate packages:

Re: WineD3D state management

2006-11-27 Thread Mirek
Hi I cant compile it with actual CVS head. drawprim.o: In function `drawPrimitive': /usr/src/wine/dlls/wined3d/drawprim.c:1696: undefined reference to `list_move' collect2: ld returned 1 exit status winegcc: gcc failed. make: *** [wined3d.dll.so] Error 2 Mirek Stefan Dösinger napsal(a): Hi,

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 12:02 schrieben Sie: Hi I cant compile it with actual CVS head. drawprim.o: In function `drawPrimitive': /usr/src/wine/dlls/wined3d/drawprim.c:1696: undefined reference to `list_move' collect2: ld returned 1 exit status winegcc: gcc failed. make: ***

Re: WineD3D state management

2006-11-27 Thread H. Verbeet
On 27/11/06, Stefan Dösinger [EMAIL PROTECTED] wrote: Ah yeah, The list_move thing is outside of wined3d. The attached patch is needed. I think I'll send that patch to wine-patches too. Warning, the patch causes a full wine recompile because nearly every lib uses list.h Shouldn't you just

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 13:36 schrieben Sie: Here is log from 3DMark 2005, some new games are not working with those patches, 3DMark 2001 works but very bad in high details tests. 05 fails because of pixel shaders / glsl, and I know that 2001 is broken because my patch doesn't care for

Re: WineD3D state management

2006-11-27 Thread H. Verbeet
I had a very brief look at the code, pertially because a tarred up directory isn't the most convenient way to spot what has changed and what is still the same. A few things I noticed: - markDirty() should probably either be a proper method of the device, or have a prefix - States is a pretty

Re: sfd2ttf - modify buglist entry

2006-11-27 Thread theun . wine . mail
- Oorspronkelijk bericht - Van: Markus Amsler [EMAIL PROTECTED] Datum: zaterdag, november 25, 2006 11:05 pm Onderwerp: Re: sfd2ttf [EMAIL PROTECTED] wrote: Hi, From the buglist I gather that the fontforge dependency is still an issue. I've taken a look at the sources and I

Re: WineD3D state management

2006-11-27 Thread H. Verbeet
On 27/11/06, Stefan Dösinger [EMAIL PROTECTED] wrote: Am Montag 27 November 2006 13:36 schrieben Sie: Here is log from 3DMark 2005, some new games are not working with those patches, 3DMark 2001 works but very bad in high details tests. 05 fails because of pixel shaders / glsl, Eh? 3DMark05

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 14:47 schrieben Sie: On 27/11/06, Stefan Dösinger [EMAIL PROTECTED] wrote: Am Montag 27 November 2006 13:36 schrieben Sie: Here is log from 3DMark 2005, some new games are not working with those patches, 3DMark 2001 works but very bad in high details tests.

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 13:04 schrieb H. Verbeet: I had a very brief look at the code, pertially because a tarred up directory isn't the most convenient way to spot what has changed and what is still the same. I can of course send you my 45 patches too, but they are pretty messy because I

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 13:07 schrieb H. Verbeet: On 27/11/06, Stefan Dösinger [EMAIL PROTECTED] wrote: Ah yeah, The list_move thing is outside of wined3d. The attached patch is needed. I think I'll send that patch to wine-patches too. Warning, the patch causes a full wine recompile

Re: WineD3D state management

2006-11-27 Thread Mirek
It is working, only demo version (you cant use full version), and only demo can run on my system with GLSL. Mirek H. Verbeet napsal(a): On 27/11/06, Stefan Dösinger [EMAIL PROTECTED] wrote: Am Montag 27 November 2006 13:36 schrieben Sie: Here is log from 3DMark 2005, some new games are not

Re: WineD3D state management

2006-11-27 Thread H. Verbeet
On 27/11/06, Mirek [EMAIL PROTECTED] wrote: It is working, only demo version (you cant use full version), and only demo can run on my system with GLSL. Mirek Ah yes, I think Tom mentioned that the demo does work. I was thinking about the actual game tests. I do know what caps it needs, and

Re: WineD3D state management

2006-11-27 Thread H. Verbeet
On 27/11/06, Stefan Dösinger [EMAIL PROTECTED] wrote: Am Montag 27 November 2006 13:04 schrieb H. Verbeet: I had a very brief look at the code, pertially because a tarred up directory isn't the most convenient way to spot what has changed and what is still the same. I can of course send you

Re: wineshelllink: Use FreeDesktop standard to create Wine menu structure.

2006-11-27 Thread Alexandre Julliard
Vitaliy Margolen [EMAIL PROTECTED] writes: So in the end this is Alexandre's call. All I can do is present my solution. And let him decide how he wants to fix this major show-stopper. If xdg-utils can be used, then that seems clearly preferable to reinventing them ourselves. Even if it's a bit

Re: WineD3D state management

2006-11-27 Thread Stefan Dösinger
Am Montag 27 November 2006 16:20 schrieben Sie: I'm not directly opposed to the current setup, it's more that I'm wondering if going for separate tables for related states would perhaps result in cleaner / more flexible code. It would of course allow you to get rid of those macros :-) Not so

Re: WineD3D state management

2006-11-27 Thread Phil Costin
Stefan Dösinger wrote: * sRGB textures: Dirtifies the sampler. All textures have now information about how many samplers they are bound to, and the number of one of the samplers. Phil? Stefan I still have my sRGB patch but haven't been working on it mainly just because I've been busy with

[wiki] multi language FrontPage

2006-11-27 Thread Karsten Elfenbein
Hi, could a wiki admin please delete StartSeite on the wiki. According to http://wiki.winehq.org/HelpOnLanguages the wiki would use the english FrontPage if StartSeite doesn't exist. The german FrontPage isn't needed as the users don't get any information about wine there. Karsten

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Ivan Gyurdiev
H. Verbeet wrote: Changelog: - Select the right shader backend when creating the device Imho there should be either ps_selected/vs_selected flags, or shader_backend flag, but definitely not both [ does not make sense ]. I'd opt for allowing different backends on pshader vs vshader. Maybe

Re: msxml3: Implement createProcessingInstruction with a stub PI object.

2006-11-27 Thread Lei Zhang
domdoc.c:domdoc_createProcessingInstruction() uses xmlNewDocPI() from libxml2. This feature was added in libxml2 version 2.6.15. (released about 2 years ago) Anyone using an older distro with an outdated libxml2 (e.x. RHEL 3) will not be able to compile this code. On 11/16/06, Huw Davies [EMAIL

Re: [3/8] wined3d: Create a separate function for sampling a texture

2006-11-27 Thread Ivan Gyurdiev
H. Verbeet wrote: There are a couple of instructions that have to sample from a texture, right now most of them duplicate that code, and hardcode the texture type. Changelog: - Create a separate function for sampling a texture You should continue to use add_param or get_register_name. There

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread H. Verbeet
On 27/11/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: H. Verbeet wrote: Imho there should be either ps_selected/vs_selected flags, or shader_backend flag, but definitely not both [ does not make sense ]. Well, yes, that's the idea. Unfortunately the ps_selected/vs_selected flags are still used in

Re: [3/8] wined3d: Create a separate function for sampling a texture

2006-11-27 Thread H. Verbeet
On 27/11/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: H. Verbeet wrote: There are a couple of instructions that have to sample from a texture, right now most of them duplicate that code, and hardcode the texture type. Changelog: - Create a separate function for sampling a texture You should

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Ivan Gyurdiev
- Software shaders currently simply don't work. If we do get software shaders it'll likely be vertex only. So, we should allow hardware pixel shaders, and software vertex shaders. I could see someone using software vertex shaders if he's got no hardware support for shaders, although it's

Re: [3/8] wined3d: Create a separate function for sampling a texture

2006-11-27 Thread Ivan Gyurdiev
H. Verbeet wrote: On 27/11/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: H. Verbeet wrote: There are a couple of instructions that have to sample from a texture, right now most of them duplicate that code, and hardcode the texture type. Changelog: - Create a separate function for sampling a

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread H. Verbeet
On 28/11/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: - Software shaders currently simply don't work. If we do get software shaders it'll likely be vertex only. So, we should allow hardware pixel shaders, and software vertex shaders. I could see someone using software vertex shaders if he's

Re: [3/8] wined3d: Create a separate function for sampling a texture

2006-11-27 Thread H. Verbeet
On 28/11/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: H. Verbeet wrote: That's because they're shaders v1 instructions, which are being phased out [ not applicable to glsl backend at all ]. But of course we still have to support them. Old things should be layered on new infrastructure, so those

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Frank Richter
On 27.11.2006 23:53, H. Verbeet wrote: Either way, you're not going to be using software vertex shaders together with HW pixel shaders, that's just silly. Fun fact: a lot of Intel chips (up to the i945 I believe) have fragment program silicon but none for vertex programs - reality can be

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread H. Verbeet
On 28/11/06, Frank Richter [EMAIL PROTECTED] wrote: On 27.11.2006 23:53, H. Verbeet wrote: Either way, you're not going to be using software vertex shaders together with HW pixel shaders, that's just silly. Fun fact: a lot of Intel chips (up to the i945 I believe) have fragment program

Re: [2/8] wined3d: Select the right shader backend when creating the device

2006-11-27 Thread Ivan Gyurdiev
- Mixing ARB and GLSL backends is pretty silly as well. Why? I believe you can e.g. perfectly mix GLSL vertex programs together with multitexturing setups. ARB as in ARB_vertex_program or ARB_fragment_program, I'm not sure what multitexturing has to do with it. You can't, for example,

Re: d3d [1]: Remove AddRef from IWineD3DDevice_GetVertexDeclaration.

2006-11-27 Thread Markus Amsler
H. Verbeet wrote: On 28/11/06, Markus Amsler [EMAIL PROTECTED] wrote: The following patches remove refcounting in wined3d Getters. The Setters/Creaters refcounting can't be removed right now, because of the way implicit surfaces are currently handled. The idea is to simplify the d3dx-wined3d

Re: mscoree [1/2]: Add missing stubs to the spec file

2006-11-27 Thread Dmitry Timoshkov
James Hawkins [EMAIL PROTECTED] wrote: James Hawkins [EMAIL PROTECTED] wrote: Ah ordinals, for this dll it's not a big deal because (probably) all apps get the export by name instead of ordinal. For the installers I've seen that's the case, and I can't imagine any app working on both Home

Re: mscoree [1/2]: Add missing stubs to the spec file

2006-11-27 Thread James Hawkins
On 11/27/06, Dmitry Timoshkov [EMAIL PROTECTED] wrote: James Hawkins [EMAIL PROTECTED] wrote: James Hawkins [EMAIL PROTECTED] wrote: Ah ordinals, for this dll it's not a big deal because (probably) all apps get the export by name instead of ordinal. For the installers I've seen that's

Re: [winex11.drv/keyboard.c] Fix

2006-11-27 Thread Dmitry Timoshkov
Anatoly [EMAIL PROTECTED] wrote: --- x11drv.h 8 Nov 2006 20:14:19 - 1.10 +++ x11drv.h 24 Nov 2006 09:38:39 - @@ -19,6 +19,8 @@ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ +#include config.h You can't do that, a comment 2 lines further in that file

Re: [Module] winex11.drv A new function.

2006-11-27 Thread Dmitry Timoshkov
Anatoly [EMAIL PROTECTED] wrote: +static struct codepair { +unsigned short keysym; + unsigned short ucs; +} keysymtab[] = { Nothing prevents to make the keysymtab[] a const data. -- Dmitry.