Road to 1.0 (graphics driver architecture)

2007-03-25 Thread Rolf Kalbermatter
Alexandre Julliard wrote: I'm also hoping we can make some progress on the x11drv factorisation before the freeze, so that we don't need to change the interface too much to add the quartz driver later on, we'll see how that goes. Have you some specific ideas about what you want to do in that

Re: WineD3D: Handle WINED3DSPSM_DZ and WINED3DSPSM_DW in texcrd in arb shaders

2007-03-25 Thread Stefan Dösinger
No, 2.0+ has the D3DSI_TEXLD_PROJECT, 1.4 has _dw/_dz modifiers and pre-1.4 has the fixed function D3DTTFF_PROJECTED flag. Oh oops, its a ps_2.0 check, not a = :-) Anyway, I think that should go into a different patch :-) You do bring up another issue though... I think we should decide on

Game road to 1.0

2007-03-25 Thread Stefan Dösinger
Hi, In another thread Alexandre has mentioned to wait for game stuff to stabilize before the 1.0 freeze. I think its time for another brainstorm of what features are still missing which we want in 1.0. The DirectX Todo has a long list but it tends to be useless to me. And I see that it can use

Re: WineD3D: Handle WINED3DSPSM_DZ and WINED3DSPSM_DW in texcrd in arb shaders

2007-03-25 Thread H. Verbeet
On 25/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote: You do bring up another issue though... I think we should decide on what the ARB backend is supposed to implement. Right now it's a bit of a mess with some parts only supporting up to ps_1.3, other parts doing ps_1.4, and some broken

Re: Game road to 1.0

2007-03-25 Thread Alessandro Pignotti
Hi, I'm actually working on DirectPlay implmentation, i'm first fixing a bit of thing around dplayx, so that we can use native dpwsockx (the dplay service provider) with builtin dplayx. After that i'm going to reimplement dpwsockx from scratch using the info from Kai Blins work on the protocol.

Re: Another win32 implementation: hiweedlayer?

2007-03-25 Thread Dan Kegel
I'm in touch with them now and am working through the list of issues. - Dan On 3/24/07, Stefan Dösinger [EMAIL PROTECTED] wrote: Yup. Going by the strings in their wined3d.dll.so, it's a relatively recent version of wine as well. It says wine-0.9.32. They seem to ship a native mfc40.dll and

Re: Game road to 1.0

2007-03-25 Thread Tom Wickline
On 3/25/07, H. Verbeet [EMAIL PROTECTED] wrote: On 25/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote: So which of the following things do we want for 1.0? While nice to have, I don't think d3d10 or some of the more advanced SM 3.0 features should block 1.0. You already know my opinion on broken

Re: Game road to 1.0

2007-03-25 Thread Stefan Dösinger
Am Sonntag 25 März 2007 15:13 schrieb H. Verbeet: On 25/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote: So which of the following things do we want for 1.0? While nice to have, I don't think d3d10 or some of the more advanced SM 3.0 features should block 1.0. Agreed. Those features won't be

Re: Safedisc support (was: Road to 1.0)

2007-03-25 Thread Timo Jyrinki
Alexandre Julliard wrote: And if we delay it a bit more maybe we can slip in Safedisc support too... Regarding which, does anyone have more up-to-date code and/or information regarding Safedisc support, than what is currently on the brand new Wine wiki page: http://wiki.winehq.org/SafeDisc ?

re: Road to 1.0

2007-03-25 Thread Dan Kegel
Alexandre wrote: That's still the plan, yes. I'm mostly waiting for the games support to stabilize; the other main areas, office apps and installers, both seem in good enough shape at this point. I suppose it depends on your definition of office apps. Adobe Acrobat Pro and Quicken don't work

Re: Game road to 1.0

2007-03-25 Thread H. Verbeet
Actually, something else that affects quite a few games is support for .ani cursors.

Re: Road to 1.0

2007-03-25 Thread Jan Zerebecki
On Sun, Mar 25, 2007 at 07:39:01AM -0700, Dan Kegel wrote: Alexandre wrote: [removed list of many features wanted for 1.0] Not that it matters, but it doesn't seem important to me what features go into a 1.0 release. But something like a stable branch could be something realy usefull for many

Re: Safedisc support (was: Road to 1.0)

2007-03-25 Thread Marcus Meissner
On Sun, Mar 25, 2007 at 05:31:03PM +0300, Timo Jyrinki wrote: Alexandre Julliard wrote: And if we delay it a bit more maybe we can slip in Safedisc support too... Regarding which, does anyone have more up-to-date code and/or information regarding Safedisc support, than what is currently

re: Road to 1.0

2007-03-25 Thread Scott Ritchie
On Sun, 2007-03-25 at 07:39 -0700, Dan Kegel wrote: - Mono integration working for non-toy apps So, when do we need to start including mono as a build/install dependency for Wine in our packages? Or should we be doing that already? It'd be nice to have it all working together by default.

Re: Game road to 1.0

2007-03-25 Thread Scott Ritchie
On Sun, 2007-03-25 at 10:17 -0400, Tom Wickline wrote: On 3/25/07, H. Verbeet [EMAIL PROTECTED] wrote: On 25/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote: So which of the following things do we want for 1.0? While nice to have, I don't think d3d10 or some of the more advanced SM 3.0

Re: Road to 1.0

2007-03-25 Thread Stefan Dösinger
Am Sonntag 25 März 2007 18:17 schrieb Scott Ritchie: On Sun, 2007-03-25 at 07:39 -0700, Dan Kegel wrote: - Mono integration working for non-toy apps So, when do we need to start including mono as a build/install dependency for Wine in our packages? Or should we be doing that already? It'd

Re: Safedisc support (was: Road to 1.0)

2007-03-25 Thread Stefan Dösinger
Am Sonntag 25 März 2007 17:33 schrieb Phil Costin: Also, just out of interest, would a working safedisc implementation provide the necessary underpinnings to support the hexalock copy protection system? (http://hexalock.co.il/) I think the needed infrastructure is the same, but of course we

Re: Game road to 1.0

2007-03-25 Thread EA Durbin
From: Stefan Dösinger [EMAIL PROTECTED] To: Scott Ritchie [EMAIL PROTECTED] CC: Tom Wickline [EMAIL PROTECTED], wine-devel@winehq.org Subject: Re: Game road to 1.0 Date: Sun, 25 Mar 2007 18:43:06 +0200 Does anyone here know if the NVIDIA Windows drivers are still rigged with regards to

Re: Road to 1.0 (graphics driver architecture)

2007-03-25 Thread Alexandre Julliard
Rolf Kalbermatter [EMAIL PROTECTED] writes: While the current apporach certainly works fine as far as invoking the DC specific functions without a lot of checking about the type of DC that is involved and therefore has a straightforward interface in GDI32 I think the matching of the actual

Re: Road to 1.0

2007-03-25 Thread Dan Kegel
On 3/25/07, Scott Ritchie [EMAIL PROTECTED] wrote: On Sun, 2007-03-25 at 07:39 -0700, Dan Kegel wrote: - Mono integration working for non-toy apps So, when do we need to start including mono as a build/install dependency for Wine in our packages? Once it works better. Right now it's really

Re: Game road to 1.0

2007-03-25 Thread Scott Ritchie
On Sun, 2007-03-25 at 18:43 +0200, Stefan Dösinger wrote: Does anyone here know if the NVIDIA Windows drivers are still rigged with regards to the various 3DMark suite of benchmarks? There was a scandal a while back, and the company claimed to pull their special hacks out, but then they

Re: Road to 1.0

2007-03-25 Thread Alexandre Julliard
Dan Kegel [EMAIL PROTECTED] writes: Alexandre wrote: That's still the plan, yes. I'm mostly waiting for the games support to stabilize; the other main areas, office apps and installers, both seem in good enough shape at this point. I suppose it depends on your definition of office apps.

Wine's official Coverity contact(s)

2007-03-25 Thread Paul Vriens
Hi, a few days ago I've received an email from Mikołaj Zalewski requesting an account for Coverity !? I know that in the past some of us dealt with Coverity already. I had a look at the new website and apparently things changed with respect to creating (and approving) new accounts. (Before

Driver/os bug test app

2007-03-25 Thread Stefan Dösinger
Hi, Some other thread got into a sub-discussion of how to deal with driver issues. I think it is a slightly bigger issue, so I start a seperate thread about it. First of all, we will never get rid of driver bugs. Even if all bugs are fixed in drivers there will be old driver versions around,

Re: Game road to 1.0

2007-03-25 Thread Roderick Colenbrander
OpenGL: I don't really know of the windowed opengl state, and the wined3d - wgl move. Still planned? OpenGL needs to get proper windowed opengl rendering support. The best route to that seems to be by using opengl child windows. There's a patch for it but it needs cleanups and then AJ

Re: Game road to 1.0

2007-03-25 Thread Stefan Dösinger
Essentially, they completely broke the rendering engine by hard-coding assumptions about where the camera would be into the driver. Move the camera slightly (such as in the developer version of 3D Mark), and everything is a garbled mess. OK, I take the optimizations back, I didn't know what

Re: Safedisc support (was: Road to 1.0)

2007-03-25 Thread Phil Costin
Stefan Dösinger wrote: Am Sonntag 25 März 2007 17:33 schrieb Phil Costin: Also, just out of interest, would a working safedisc implementation provide the necessary underpinnings to support the hexalock copy protection system? (http://hexalock.co.il/) I think the needed infrastructure is the

kernel32: MultiByteToWideChar: MB_USEGLYPHCHARS fix

2007-03-25 Thread Andrew O . Shadoura
Hello, Robert! Tuesday, March 13, 2007, 16:35:49, you wrote: RS Andrew O. Shadoura wrote: MB_USEGLYPHCHARS Use glyph characters instead of control characters. 'control characters' in this context are _Unicode_ characters below U+0020. dst is a pointer to WCHAR string - this means it is

kernel32: MultiByteToWideChar: MB_USEGLYPHCHARS fix

2007-03-25 Thread Andrew O . Shadoura
Hello, Robert! Tuesday, March 13, 2007, 16:35:49, you wrote: RS Andrew O. Shadoura wrote: MB_USEGLYPHCHARS Use glyph characters instead of control characters. 'control characters' in this context are _Unicode_ characters below U+0020. dst is a pointer to WCHAR string - this means it is

Re: Patch to fix bug 892

2007-03-25 Thread Steven Edwards
On 3/25/07, Patrick Baggett [EMAIL PROTECTED] wrote: There also was a problem with getting the number of processors. The old code assumed always 1 processor. The new code uses POSIX interfaces, if available, at compile time and correctly builds a bitmask of the active processors. It seems to

Re: [2/3] WineD3D: Implement bem shader instruction

2007-03-25 Thread H. Verbeet
On 26/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote: Another patch, hopefully I got the glsl part right this time. dst_mask is redundant, but otherwise it looks fine to me.

Re: WineD3D: Use GL_TEXTURE_2D for dummy textures

2007-03-25 Thread H. Verbeet
On 26/03/07, Felix Nawothnig [EMAIL PROTECTED] wrote: As discussed in IRC. Probably won't apply without the last patch but doesn't depend on it. I think I missed that discussion.