Hiya,
Its been a while since I did some cmd work and noticed there were some new
bugs so am doing some fiddling. The real pain for me was always keeping the
tests passing on nt4, so I noted with relief/surprise that the testbot
doesnt have an NT4 VM anymore.
Is it correct that there is no longer
Dont know what's happened, need to investigate further - Had 100% pass rate
in job 23438 only to fail on submission... Needs some investigation so will
work on it later in the week
Jason
>NB: replies on wine-devel should be only the bottom
Hmm... gmail new style compose window missed the ...'s - How
obvious is that... hopefully sorted?
I don't really understand your point here. You're echoing the variable
> name anyway, so if the 'set foo' displays it as well; I don't see
outine as described above it can then be reused elsewhere in the
tests potentially as well
Thanks for the review!
Jason
On 14 December 2012 02:01, Frédéric Delanoy wrote:
> On Fri, Dec 14, 2012 at 2:59 AM, Frédéric Delanoy
> wrote:
> > On Thu, Dec 13, 2012 at 10:59 PM, Ann and Ja
On 20 November 2012 12:31, Alexandre Julliard wrote:
>
> That doesn't guarantee that it's the process console, console handles
> can be passed across processes.
>
>
So apologies if this is an ignorant question, I dont really understand this
console logic properly so I was researching the options.
On 20 November 2012 12:15, Jacek Caban wrote:
> On 11/20/12 12:39 AM, Ann and Jason Edmeades wrote:
>
>> (I'll make this change in try 2, as I need to fix the broken NT4 stuff
>> from patch 1 anyway)
>>
>
> I think it's time to consider skipping all cmd te
> IMHO it might be better to use variable names like WINE_xxx for tests
> involving "enumerations" to avoid needlessly altering the environment.
> (not that BAR, FOO or FOOBAR are likely to be already used environment
> variables)
>
> Frédéric
>
Thanks!
We dont really change the environment long
Hi Eric, Thanks for taking the time to reply
The issue is that WriteConsoleInputW requires GENERIC_WRITE access, but the
>> CON device (\\.\CON) was opened as GENERIC_READ (and in fact fails if I try
>> to open it with GENERIC_WRITE).
>
>
You said...
> - you're using a bare console, ie didn't run
Hello,
I've been looking at a patch which sorts out NUL and CON handling in a part
of the command shell, and have stumbled upon a problem I am not sure how to
fix because I really dont understand the underlying console handling, and
would appreciate someone pointing me in a direction.
For simplic
>It's clearly time to start splitting WCMD_for into several
helper functions.
I completely agree, and it was definitely on my radar to do... its really
ugly code in there (I take responsibility for a lot of that!) as it has
been a slow incremental increase in what we actually supported... I was
ai
Concept of patch is fine (and we ought to support it), but I dont think
this would work as coded (if (tolowerW(c)=='c'||'r') will always be true).
Also, can you add a quick test for it (there's cmd.exe /c tests - just
add a cmd.exe /r echo test worked).
PS You might want to just hold off until t
Hello,
While working on more of the 'for' processing in the command shell, I've
come across a stumbling block that wildcard expansion 'ordering' is not
guaranteed (findfirst/findnext) meaning I cannot automate tests for some of
the key bits - this is frustrating as we really need tests for the thi
>
>
> === WVISTAADM (32 bit) ===
> Failure running script in VM: The specified guest user must be logged in
> interactively to perform this operation
>
I dont think this is related to my patch, especially when the tests run and
pass on patch 2
(Sent from old email account this time, since I haven't registered the new
one yet!)
>the resulting patch that was attached to the bug do fix the problem.
>I'm
>not sure if the patch has been committed to CVS, but if it hasn't it
>probably should before the next wine release...
No it hasn't.
Hiya, Is there any way to change the email address I am registered with for
the wine mailing lists, bug tracking, Changelog etc, or is the best way just
to reregister for them all with a different id?
Jason
>> if ((hrgn = send_ncpaint( child, NULL, &erase_flags )))
>> send_erase( child, erase_flags, hrgn, NULL, NULL );
>>
>> -prev = 0;
>> +break;
>The problem is that this will cause children to be skipped too. What
>you really need is to repaint
>It only loops if the window procedure doesn't validate the window, so
>what you can do for instance is to have a window proc that does
>nothing the first 10 times around, and on the 11th call signals an
>error and validates the window to break the loop.
Would something like this suffice?
/* Glob
>> I believe staying in the updatenow code in wine is incorrect. I think
what
>> happens is that when the message dispatch loop gets an empty queue and
the
>> window has an invalid region, then a WM_PAINT is returned.
>>
>> So... Can we / I please remove the loop? :-))
>Sure you can, you just nee
Ok, I need advice on this one...
I have been purely testing on windows, no wine involvement, to see what
happens when I do various things.
My test program doesn't do anything in the WM_PAINT handler at all. This
results in the machine sitting at 100% CPU processing WM_PAINT messages.
1. Changing
I think I have reproduced the same problem with a simple testpgm...
Instructions...
1. Start Visual Studio, create a default windows application
2. Comment out the code in the WM_PAINT and replace it with return 1
(important)
3. Run it...
On windows you can play with the menu etc and it works. T
Hi all,
I'm trying to track down a regression which causes UT2003 (and UT2004 /
Unreal2 apparently) to fail, and am getting stuck at the windowing level so
would appreciate any thoughts as to possible causes. (And no, I haven't
tried to work out what regressed it... Why spoil my fun!)
Basically
> I've been moving house over the past couple of weeks
> which is why I dropped off the face of the earth for a
> while.
Phew - I was worried I'd have to try to understand all of your patch :-)
Welcome back and keep up the good work
Jason
Hi,
FYI I stopped d3d9/wined3d work when I got to a point I had completed the
parts I was doing, and Oliver had sped ahead so I was ending up duplicating
work he was doing - I've put it to one side while waiting on the cvs tree to
get up to where he was.
The last I heard, Raphael was also willin
Hiya,
>> I was trying to confirm an old bug still existed and the bug #440 has
>> a tar file with an exe in it which apparently used to run under wine and
>> fails with some problems later on. Nowdays, it fails dismally when you
try
>> to launch it.
>What exactly is the bug number and where that
Hiya, I was trying to confirm an old bug still existed and the bug #440 has
a tar file with an exe in it which apparently used to run under wine and
fails with some problems later on. Nowdays, it fails dismally when you try
to launch it.
Disclaimer#1 - I haven't tried a regression test but I have
>> 1. I would like to get implemented an AUTOMATIC timeout on the bug
reports.
>I have looked at this and it is not possible to do this without
>drastically altering (forking) bugzilla.
>I have looked into having a resolution "abandoned" and that should be
>possible to do without forking bugzilla
Hello,
I thought I'd try to start a discussion to try to encourage changes in the
bug tracking, but it would both require agreement and someone (else) who
could physically make the changes.
Is it me or is our bug tracking database not really working the way it
should?
Firstly I'd like to thank T
Hiya,
I was working on bug#2716 - a trap running install which turned out to be
due to a missing registry key which wineprefixcreate should have created.
Now I had an excuse (I deleted *.reg for another test previously!) but the
reporter also got the same problem.
To quote:
"I've installed WINE
>> Here's some tests which show the problem reported as bug 2686. I tried to
>> find a way to fix it but its not simple. (Note I can only confirm that XP
>> behaves as described).
>On XP yes, but it will fail on Win9x, the API doesn't guarantee that
>the returned size will be identical to the all
>KDBG seems to be working ok, except when I select run
>winedbg reports
>Unknown packet request vCont?
>0015:0016: exception code=0x406d1388
>http://www.rons.net.cn/htp/gdb/gdb_33.html
>vCount should be valid so I'll see if I can find out
>what's not going on.
>I've tried ddd and get th
Hi,
>> 1. Winedbg:
>> I can get to the trap by winedbg program.exe, cont, and it stops and
>> displays everything ok
>>
>> 2. KDBG: I launch winedbg --gdb --no-start program.exe, and it starts and
>> issues the line target remote localhost:32835
>>
>> I then issue kdbg -r localhost:32835 /usr/lo
Hi
I was trying to get a gui replacement for winedbg as I can never remember
how to view memory etc, and saw
http://www.winehq.com/site/docs/wine-devel/dbg-others
where it talks about using kdbg. I was looking at a simple trap and thought
it ideal to test with
So...
1. Winedbg:
I can get t
Well yes and no. The 'problem' is most of this code isn't implemented yet...
Try Olivers large patch and see if things are any better, or wait a while
while a whole load of code gets into cvs. Basically d3d9 shouldn't have any
of the code relating to the stencil buffers - that will be in wine3d. I
Hi Raphael,
Get/SetRenderTarget in d3d9 cant be right - if has to go through wined3d, as
it's the only person who knows the front/back buffer etc. You don't want
This->renderTarget at all at the d3d9 level
The same issue later,
+ if (NULL == pDeviceImpl->backBuffer) {
+ pDeviceImpl
Hi Oliver,
I said I'd give this a review, and there's some great work here.
I've had a chance to go through these changes, and some mostly trivial
comments. Apologies if some of these are inaccurate, because some of the
diffs look complex and I was purely reviewing the patch files! There seems
Hi Oliver,
D3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture
*iface) {
-return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
+return IWineD3DResource_GetType((IWineD3DResource *)iface);
}
This is wrong (and others) - you'll end up in an infinite loop.
>So, IWineD3DSurface should inherit from IWineD3DResource which in
>turn should inherit from IUnknown. Then you fill out the vtable
>appropriately for overrides. Isn't object orientation in C fun :)
>
>typedef struct
>{
> IWineD3DSurfaceVtbl *lpVtbl;
> DWORD refcount;
>
>} WineD3DS
>Jason seems to have:
>- IWineD3DSurface inherits from IWineD3DResource
>- IWineD3DResource inherits from IUnknown
Yep...
>Jason, why IWineD3DSurface inherits from IWineD3DResource ?
Well wine has
/***
**
* IDirect3DSur
>>I have code which looks like:
>>
>>HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface,
>>IUnknown **pParent) {
>>return IWineD3DResource_GetParent((IWineD3DResource *)iface, pParent);
>>}
>>
>>IWineD3DResource_GetParent is a macro:
>>#define IWineD3DSurface_GetParent(p,a)
>>
Hiya,
In the wined3d code I have, for example, a class surface which inherits a
lot of methods of Resource. Most of these methods can be called as-is, and I
have code which looks like:
HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface,
IUnknown **pParent) {
return IWineD3DR
Hiya,
FYI I've spent the last couple of months putting together a directx 8 level
support into wined3d and calling it from d3d9 such that I can also change
d3d8 easily to use the new code. This is mostly complete other than the
texture support and the shader support plus moving some functions / st
>The ref-counting in this patch looks a bit suspicious. Does
>This->resource.parent point to an object that holds a ref-count on the
>IWineD3DBaseTextureImpl object? If so, then that would lead to a
>circular ref-count where neither object would be freed.
Yes, but I think its ok (there is a min
Hi Brian,
Firstly thanks for the profiling info - its something I have been waiting to
try when I get through the d3d9 changes. We have always known that routine
was bad (hence the name 'slow'!) but that confirms it.
Re the splitting into wined3d - You asked "Is this a tedious task or does it
re
Was there a problem with this one - Its really holding me up with progress,
so I need to ensure I resolve any issues asap.
Thanks
Jason
-Original Message-
From: Ann and Jason Edmeades [mailto:[EMAIL PROTECTED]
Sent: 06 November 2004 21:52
To: '[EMAIL PROTECTED]'
Subject: [d
All I can say is any assistance with the d3d8/9 stuff is very gratefully
accepted! If you have any questions or want help, feel free to drop me a
note or post on wine-devel, and I'll try to respond.
As per Lionel's note, I'm trying to move all the code into wined3d and make
d3d8 and d3d9 call it,
Ha! Spot the half written note I started a week ago when I first was trying
to word a reply, which was nicely hidden off the end of my previous note! -
Sorry about that :-)
Jason
Hi, Firstly apologies for the long delay between responses - I had to take a
week out to sort something else out!
Anyway, where were we! I'll start with a summary, feel free to skip near the
bottom if you remember it!
You last said:
>>Looks much better yes, thanks. There's still something strang
>Looks much better yes, thanks.
Thanks!
>There's still something strange here:
>> +/* Not recording... */
>> +if (oldSrc != NULL) {
>> +IWineD3DVertexBuffer_Release(oldSrc);
>> +IUnknown_Release((IUnknown *)((IWineD3DVertexBufferImpl
*)oldSrc)->resource.parent); /* Relea
>No, you really should extend IUnknown, it's going to be massively
>confusing otherwise.
Ok, so if I put back the IUnknowns, are you happy if the AddRefs in the d3dx
calls AddRef on the WineD3D version?
>Please do proper reference counting, it doesn't cost anything, and
>someday we might need it.
>> I have changed the design so only the Direct3D<8/9> ones
extend
>> IUnknown, and so there is no reference counting of the IWineD3D
>> objects.
>I don't think that's a good idea. If you are using COM interfaces then
>you need to use them the COM way, this means IWineD3D should derive
>from IUnkn
>Well, it's only preparative work. I'll try to help you doing this "boring"
>part :)
Yeah - its painful going, but I'm doing it slowly both so I can be careful
to cross reference everything with the MSDN, but I'm also trying to keep
patches to a reasonable size and get them committed before I get
As I understand it, there is texture states (D3DTSS_ADDRESSU/V/W) which map
to the GL_WRAP_* states, and there is no direct mapping for the d3drs_*
versions. I am not sure I understand the differences, but you would need to
understand it before implementing it.
BTW Any help on the d3d8/9 interface
Hiya,
Re your new patch...
-#define IWineD3DDevice_CreateVertexBuffer(p,a,b,c,d,e,f)
(p)->lpVtbl->CreateVertexBuffer(p,a,b,c,d,e,f)
+#define IWineD3DDevice_SetFVF(p,a)
(p)->lpVtbl->SetFVF(p,a)
+#define IWineD3DDevice_GetFVF(p,a)
(p)->lpVtbl->GetFVF(p,a)
+#define IWineD3DDevice_CreateVertexDeclara
>Have a look at dlls/quartz/pin.h
>I have emulated C++ style inheritance by creating a structure that is
>included at the start of every derived implementation and then
>constructing the vtable at compile time and linking to the base
>functions. If you wanted to do the same for d3d{8,9} and wined3d
Hiya,
If you havent noticed, I'm trying to port the d3d8 code into wined3d and
make it common for use from d3d9, and this is all COM objects. I have come
across something which in theory would enable me to tidy my code simply, but
I cant see how to make it work in C.
Now I have a class, for examp
Hiya,
I just hit a trap in a d3d8 test I was running, and winedbg isnt showing the
module information (I've put a manual DebugBreak in, and stepped through the
call to a fixme, and I see no info!). This was on my temporary wine machine,
so I dont know if its ever worked before, but I have a basic
Hello,
Slightly off topic, but I am looking at purchasing a new PC and intend to
continue doing wine development on it (especially d3d9). Is there any wine
implications to buying an AMD64 compared to a 'normal' 32 bit chip. Will I
be able to continue my wine development, obviously for running emul
Hello,
I've spoken with the wine-d3d people and noone is currently doing anything
on directx9 support. Originally Raphael was trying to merge things into a
new library, wined3d, using an interface which ddraw could also use. This
has not happened, and as we stand there is no progress being made.
Hiya,
Just an fyi - I installed it and gave it a try. The first problem (the one
you mentioned) is easily solved by commenting out
the hide and show calls around the setwindowpos. This may be the real fix -
The problem is the app has a default window
proc which is receiving a window activated mess
EMAIL PROTECTED]
Sent: 06 September 2004 20:38
To: Ann and Jason Edmeades
Cc: Wine Devel
Subject: Re: Battlefield 1942 d3d8 crash
Ann and Jason Edmeades wrote:
>Does changing the line 575 (in device.d, dlls/d3d8) to be
>
>if (ppBackBuffer) IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8)
Does changing the line 575 (in device.d, dlls/d3d8) to be
if (ppBackBuffer) IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8)
*ppBackBuffer);
make any difference - Looks like the app is doing an odd way to work out how
many back buffers there are.
Jason
Hiya, I've just set up a temporary Linux system to try to get back into
doing some wine development following a break and thought I'd start by
looking at some bugzilla bugs for now. I'm sure there used to be a page
which showed the lifespan of a bug but for the life of me I cant see it.
My underst
Hi Christian - I tried to sent you an email but it bounced...
Are you sure that patch is correct (I've only glanced at it though!), as I
thought
the src1 was set from GetSrvcAndOpFromValue, and this should already handle
the
ONE_MINUS* type values?
Jason
>trace:d3d:IDirect3DDevice8Impl_SetRenderState (0x4a540020)->(153,0) not
handled yet
This says the apps has called (or as part of replaying a state block, we
have called) set render state, with parm 153 ==
D3DRS_SOFTWAREVERTEXPROCESSING, and we haven't implemented it, but this
would not account fo
>Great you're back! Maybe you could shed some light :-)
>You remember that you came until a not moving cursor after starting DK.
>I applied your second workaround for now and am stuck in the same
situation.
Nope, you are way outside my areas now - I dont know any X programming nor
how events are p
[Ever had the feeling you regret asking a question...]
Possibly another question for Alexander then - Realistically do you believe
that we can ever support copy protection, and if so how?
If we can work out how to load the driver in question (which remember is
safedisk specific, there's others) t
>The patches themself seem to be okay only that the new if-statement in
>IDirect3D8Impl_CheckDeviceFormat should be #ifdef
>GL_EXT_texture_compression_s3tc because if it's not defined we don't
>have the support as you can see in IDirect3DSurface8Impl_LoadTexture
>(surface.c:468). So it will lead to
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