Re: [PATCH 01/12] d3d10: Fix a HeapFree() in d3d10_effect_Release().

2009-10-28 Thread Ivan Gyurdiev
On 10/28/2009 06:32 AM, Stefan Dösinger wrote: Am 27.10.2009 um 20:10 schrieb Rico Schüller: Hi, this patch series implements a couple of ID3D10EffectVariable::As*() functions (patches 2-11). Do we have any tests for the As* behavior? Most conversions don't make any sense, so if the app

Re: [5/6] WineD3D: Write the vshader footer in a separate function

2009-06-27 Thread Ivan Gyurdiev
Re: [5/6] WineD3D: Write the vshader footer in a separate function I like this patch - would be great to have more of these: Lines that fit on the screen in my gnome-terminal: 50 Average size of six large ARB shader functions, before this patch: 205 (generate

Re: [3/5] wined3d: Only apply shader constants that changed.

2008-12-18 Thread Ivan Gyurdiev
Henri Verbeet wrote: This looks like data structure design mixed with GL and shader code. I think it would be better if the data structure was in its own file, without any GL or D3D dependencies, and wined3d and other components could use it. - Ivan

Re: [4/5] wined3d: Use a bitmask to store which bool and int constants are set.

2008-12-02 Thread Ivan Gyurdiev
Re: [4/5] wined3d: Use a bitmask to store which bool and int constantsare set. Why is this a good thing - this just artificially caps your constants at 32. If I remember correctly I had to change shaders to do the exact opposite change, because newer versions introduced more than 32

Re: [4/5] wined3d: Merge pshader_hw_map2gl() and vshader_hw_map2gl()

2008-09-23 Thread Ivan Gyurdiev
This isn't the prettiest way to merge those functions, but it's a start Will you be cleaning this up further to get rid of the huge if-else ? I think at least all the MOV-specific stuff should go in its own instr. function. Ivan

Re: d3dx9: Implementation of D3DXGetVertexShaderProfile 2/2 try 4

2008-08-04 Thread Ivan Gyurdiev
Luis Busquets wrote: +if ((caps.VS20Caps.NumTemps=13) +(caps.VS20Caps.DynamicFlowControlDepth=24) +(caps.VS20Caps.CapsD3DPS20CAPS_PREDICATION)) +{ +return vs_2_a; +} Please re-check - the

Re: general question..

2008-07-21 Thread Ivan Gyurdiev
James Hawkins wrote: context.c - same except in this case its just a return with noting else.. why do a goto why not just do the return? This is probably ok to change. I can only imagine that the original author thought there might be cleanup needed at some later point. The bigger

Re: general question..

2008-07-21 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: James Hawkins wrote: context.c - same except in this case its just a return with noting else.. why do a goto why not just do the return? This is probably ok to change. I can only imagine that the original author thought there might be cleanup needed at some later

Re: [1/10] WineD3D: Add extension information to the states

2008-07-16 Thread Ivan Gyurdiev
Stefan Dösinger wrote: A function pointer is a nice idea actually. I don't think we'll ever need more than one extension per state line though, You already have this case: } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) GL_SUPPORT(NV_TEXTURE_SHADER2)) { return nvts_fragment_pipeline;

Re: [1/10] WineD3D: Add extension information to the states

2008-07-15 Thread Ivan Gyurdiev
Stefan Dösinger wrote: This doesn't look bad on the surface, but I have two concerns: 1. Does not scale to more complex support checks. I suspect you'll have to have to rewrite this as soon as a case comes up that requires more than a single support check to establish support. A function

Re: [WineHQ][WWN] WWN 349

2008-07-13 Thread Ivan Gyurdiev
Zachary Goldberg wrote: ... but did not spell check :) Granted, the movie quote is pretty funny, even if isn't spelled right. Ivan

Re: Crash in test d3d9:stateblock with warn+heap is a wine bug

2008-06-02 Thread Ivan Gyurdiev
Michael Karcher wrote: Does anyone knows whether the test has this been written buggy on purpose (some app does this), or it is by accident? Probably the first one - I wrote the test with rather limited understanding of how rendertargets work. I don't think there was a specific application

Re: Time to revert bad commits?

2008-06-02 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Montag, 2. Juni 2008 08:11:13 schrieb Roderick Colenbrander: The bugs I'm talking about: Bug 10580 Sorry that I did not have time yet to look into that, but instead of ranting you could also look at the GLSL docs and make a patch. I did see a precision

Re: Crash in test d3d9:stateblock with warn+heap is a wine bug

2008-06-02 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: Michael Karcher wrote: Does anyone knows whether the test has this been written buggy on purpose (some app does this), or it is by accident? Probably the first one - I wrote the test with rather limited understanding of how rendertargets work. I don't think

Re: How to phrase Wine's success rate

2008-05-25 Thread Ivan Gyurdiev
Of the apps we have tested with Wine, about 20% work well, and about another 20% work but have some glitches. Just my opinion, but that's a terrible idea to put in the 1.0 announcement. The impression I get after reading this is (1) wine is full of glitches, and (2) it's being released

Re: How to phrase Wine's success rate

2008-05-25 Thread Ivan Gyurdiev
How about this for more positive yet realistic phrasing: Of the apps we have tested with Wine, about half work well enough to try, and of those, half work well enough to use routinely. In particular, Photoshop CS2, World of Warcraft, Firefox 2, and many small apps run very well. .NET based

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-14 Thread Ivan Gyurdiev
What are your opinions? I can't comment on the specifics of the state table design - would have to leave that to Henri. However, anything that increases modularity is a good thing. I'm in favor of the overall direction to break up the pipeline into component stages. Smaller components are

Re: WineD3D: WineD3D: Use the shader backend to enable / disable atifs and nvts

2008-04-12 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Alexandre didn't commit the patch, I think we should come to an agreement on this issue, otherwise it is going to come up again and again. The fundamental issue is pretty straightforward - not sure why it's so difficult to come to an agreement. - You want to mix

Re: tools: Add Spanish Translation to wine.desktop

2008-04-10 Thread Ivan Gyurdiev
Name=Wine Windows Emulator I like the expanded version better: Wine is not an emulator windows emulator. Should help clear up any questions people might have :)

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-21 Thread Ivan Gyurdiev
Shader Model 3.0 and earlier versions have different ways to pass varyings from vertex to pixel shader. In the end this means that the pixel shader is dependent on the vertex shader. If the vertex shader is a GLSL shader, it can read either the builtin varyings or the declared ones, the

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-20 Thread Ivan Gyurdiev
Henri once suggested making the shader_backend_t structure a COM object, that is created and destroyed by the device. That would make the state of the data it manages clearer(belongs to the shader object), though it would add some stuff we don't need, like the IUnknown parts, refcounting.

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-19 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Mittwoch, 19. März 2008 07:46:07 schrieb Ivan Gyurdiev: Why do you need to reroute the shader path through atifs to support an unrelated set of functionality (ffp replacement)? Isn't it possible to have an ffp_backend, and a shader_backend (shader being the d3d

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-19 Thread Ivan Gyurdiev
Stefan Dösinger wrote: I'll get back to you on that later tonight, need to think about this some more - way late for work right now... (thanks to you!) However, yes, I think there needs to be distinction between a standalone shader concept, and a pipeline concept, which is concerned with

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-18 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Hi, Given the past discussion, do you agree with the code now? Alexandre wants your OKs before applying the patches. I am not familiar with the state table, atifs, or recent developments in the d3d codebase. That's why I suggested a diagram, so that everyone can

Re: d3dx9_36: Implements D3DXGetShaderVersion

2008-03-16 Thread Ivan Gyurdiev
Luis C. Busquets Pérez wrote: This functions gets the Version Token of a binary shader. This Token is the first of the binary stream so it is as easy as picling the pointed DWORD. This is all public information available to the public. What happens when the shader is NULL? Yours will crash -

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-16 Thread Ivan Gyurdiev
I don't quite understand why it's necessary to write ARB, GLSL, and NONE shader descriptors inside the ati_shader file. How will this infrastructure scale to a new shader backend added a year from now ? For such a large patchset maybe there should be a high level design diagram that explains

Re: [4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

2008-03-16 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Sonntag, 16. März 2008 15:00:49 schrieb Ivan Gyurdiev: I don't quite understand why it's necessary to write ARB, GLSL, and NONE shader descriptors inside the ati_shader file. How will this infrastructure scale to a new shader backend added a year from now

Re: Wine Security Disclosure

2008-03-14 Thread Ivan Gyurdiev
No matter what if your running a program, be it linux or windows (on wine) it always has the potential to mess up things that the user running it has access too. Not true - you should be running in a SELinux sandbox to solve this problem. I'm not sure if the technology is mature enough for

Re: Bugs fixed in 0.9.56

2008-02-23 Thread Ivan Gyurdiev
Dan Kegel wrote: Here are the bugs marked fixed during the 0.9.56 cycle. (A few of them were fixed earlier, but not marked as such before.) It might be nice if the Lots of bugfixes line in each release ANNOUNCE file would link to a list like this one. Proof there were lots of bugfixes...

Re: ENTER_GL and ActivateContext question

2007-12-13 Thread Ivan Gyurdiev
A lot of code in WineD3D avoids the getters and setters, and just accesses the implementation structure. While any object oriented programmer screams when doing that, we need it for performance reasons. Currently we spend 10 to 20 per cent of the CPU time spent in WineD3D just in

Re: d3dx8 [patch 7/7] Implement D3DXMatrixTransformation

2007-11-21 Thread Ivan Gyurdiev
Any chance the formatting can be improved to include whitespace between blocks and proper indentation?

Re: wined3d: Enable clip planes with GLSL shader backend

2007-10-31 Thread Ivan Gyurdiev
+if (use_vs(stateblock-wineD3DDevice) stateblock-wineD3DDevice-vs_selected_mode == SHADER_ARB) GLSL specific logic should go in glsl_shader.c. Please try to get away from writing code in terms of flags and if statements - use the OOP model. Backend-specific logic should be removed from

Re: [5/5] WineD3D: Add sincos support to arb shaders

2007-09-27 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Donnerstag, 27. September 2007 02:57:01 schrieb Ivan Gyurdiev: Aren't most of these 2.0 and 3.0 instructions ? What's the goal of adding them to ARB - you won't be able to implement full 2.0/3.0 support in ARB. We can implement 2.0(but not 2.a/b). Whenever

Re: [5/5] WineD3D: Add sincos support to arb shaders

2007-09-26 Thread Ivan Gyurdiev
Aren't most of these 2.0 and 3.0 instructions ? What's the goal of adding them to ARB - you won't be able to implement full 2.0/3.0 support in ARB. I think most of these were left unimplemented on purpose. Ivan

Re: [1/5] WineD3D: Fall back to drawStridedSlow if fog coords are used

2007-08-22 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Up to now we've been lucky that all the games requireing manual fog coords haven't used vertex buffers, thus we always went through drawStridedSlow. Make sure that the fog also works with vertexbuffers As for the rejected patches from yesterday, I've moved them back to

Re: Direct3D 10 design considerations

2007-08-18 Thread Ivan Gyurdiev
H. Verbeet wrote: On 18/08/07, Roderick Colenbrander [EMAIL PROTECTED] wrote: From what I have seen GL3 is very different. It would be like maintaining a GTK and a QT backend in one library. They use very different calls (glBegin/glEnable and so are gone), need different WGL contexts and so

Re: [5/5] WineD3D: Implement high order patches

2007-07-07 Thread Ivan Gyurdiev
Stefan Dösinger wrote: There are other things too which could be moved, but I'm not sure if that would make the code more readable. One big function which does things step by step vs a few smaller functions which disturbs the readflow. All of this code pasted 3 times could probably benefit

Re: mentoring

2007-05-14 Thread Ivan Gyurdiev
What Stefan says about discussing patches is true--it helps if there's not a lot of debate around a patch. This quote should go down in the history of open source :) I hope the word you're looking for is controversy.

Re: [5/5] WineD3D: Software vertex blending

2007-05-02 Thread Ivan Gyurdiev
H. Verbeet wrote: +for(i = 0; i 16 /* Max vertex attribs */; i++) { I think you should be using MAX_ATTRIBS there. Changing the strided data like that in drawPrimitive looks rather hacky to me. You cannot access the strided data by both named approach (u.s.something) and

Re: [3/20] WineD3D: Implement IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF

2007-04-25 Thread Ivan Gyurdiev
Stefan Dösinger wrote: You're returning a size_t here, which does not match the WINED3DERR_OUTOFVIDEOMEMORY returned on the HeapAlloc (granted, that's probably incorrect behavior by d3d9, but at least the return types should be consistent). Does that mean we'll be removing the other two

Re: [5/5] D3D9: Add a test for the converted vertex decl

2007-04-12 Thread Ivan Gyurdiev
Looks good, but this comment is misleading - s/second/first. +/* The contents should correspond to the second conversion */ +VDECL_CHECK(compare_elements(result_decl1, test_elements1)); Also, I thought when Henri was testing this that the object kept changing between sequential Get()

Re: wined3d: Mark vertex shader 3.0 as foggy shaders if they write out the fog coord

2007-04-12 Thread Ivan Gyurdiev
Fabian Bieler wrote: Vertex shaders are marked as 'foggy shaders' in wined3d if they write out the fog coord. Previously this was not done for vertex shaders 3.0. This patch corrects this problem. Please don't do that - the design is flawed enough as it is (GLSL being invoked from

Re: wined3d: Mark vertex shader 3.0 as foggy shaders if they write out the fog coord

2007-04-12 Thread Ivan Gyurdiev
Here is how this was meant to work at some point [ since I see all kinds of incorrect things being done ]: Entry point Code generation == Pixelshader Baseshader --- ARB backend Vertexshader ---

Re: [2/2] wined3d: Remove usesFog flag from IWineD3DVertexShaderImpl

2007-04-12 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Honestly I do not really agree with getter methods like this inside WineD3D. Yes, they do hide the implementation details, namely how the flag is stored. Yes, they do encapsulate data, like the Object Oriented Programming model says. But honestly, how much use is it to

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

2007-03-24 Thread Ivan Gyurdiev
From b1df18be85d1ca6a9904be05420f975f6933b030 Mon Sep 17 00:00:00 2001 From: Stefan Doesinger [EMAIL PROTECTED] Date: Fri, 23 Mar 2007 19:03:58 +0100 Subject: [PATCH] WineD3D: Handle WINED3DSPSM_DZ and WINED3DSPSM_DW in texcrd in arb shaders Isn't there a function to handle modifiers?

Re: WineCfg and DirectX options

2007-03-19 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Hi, implementing GLSL checkbox, OffScreenRenderingMode dropdown menu and VideoMemorySize textbox into winecfg would be easy. GLSL is OK IMO, because some drivers(*cough* macos *cough*) have serious problems with glsl. It could be included into the shader dropdown

Re: wined3d: Replace inline static with static inline

2007-03-17 Thread Ivan Gyurdiev
Why should inline static be replaced with static inline. Does it improve compatibility with certain compilers? Also, does wine aim to be compliant with ANSI, C99, or somewhere in between (-gnu89)?

Re: Shader instruction table whitespace cleanup

2007-03-09 Thread Ivan Gyurdiev
Kevin Wallerbos wrote: This formatting patch cleans up the spacing in the pixel/vertexshader instruction table, making it somewhat nicer on the eyes. The lines have become a bit longer than practical on standard resolutions, but that shouldn't be a problem as most lines were already too long. A

Re: WineD3D: Blit the offscreen texture into the drawable if needed

2007-03-09 Thread Ivan Gyurdiev
This time cube texture support is added. Hopefully the coords are right, I had no test app for them. If not it should be easy to spot the very characteristic flipping of the image. I'm confused - you replaced a patch which had no support for cube maps, with one that has untested support

Re: [2/3] wined3d: The texldl instruction takes 3 arguments

2007-03-02 Thread Ivan Gyurdiev
Changelog: - The texldl instruction takes 3 arguments Can the SW shader handlers be deleted now that the rest of the SW code is gone. They just get out of sync when you do things like this.

Re: [2/6] winex11.drv: Try to get an opengl visual with aux buffers

2007-02-28 Thread Ivan Gyurdiev
Something's wrong with this patch: it has more 2 nested if statements. I suggest early returns on negated condition, gotos, and subroutines to fix the problem :) I don't know if that patch wasn't applied because other patches of my patchset weren't applied, or because something is wrong with

Re: [10/13] D3D9: Fix the circular converted vertex declaration reference

2007-02-20 Thread Ivan Gyurdiev
H. Verbeet wrote: On 20/02/07, Stefan Dösinger [EMAIL PROTECTED] wrote: If anyone knows a nicer way to release the converted declaration from SetVertexDeclaration feel free to comment. Not applying this patch won't affect patches 11-13 Wouldn't it be better to directly compare This against

Re: [4/9] d3d8: Add an IDirect3DVertexDeclaration8 class to hold the wined3d vertex declaration

2007-02-13 Thread Ivan Gyurdiev
The idea of this patch and the next few is to create an internal d3d8 object to hold the wined3d declaration and give the d3d8 vertex shader a field to hold the d3d8 vertex declaration object. Setting the d3d8 vertex shader will then set both the wined3d shader and the wined3d vertex

Re: D3D9: Implement IDirect3DDevice9::StretchRect

2007-01-10 Thread Ivan Gyurdiev
Stefan Dösinger wrote: This call can be handled fully by IWineD3DSurface::Blt. So where did the filter argument go.. there's 3 different filter types to support.

Humus Water demo vs FBOs

2007-01-08 Thread Ivan Gyurdiev
Here's a demo that breaks FBOs: http://www.humus.ca/3D/Water.zip Also download: http://www.humus.ca/3D/Framework2.zip You'll notice all the glClear calls fail [ or at least a lot of them ]. That's because the framebuffer is incomplete at that point - checkFBOstatus() should be called before

Re: [15/20] WineD3D: Clean up drawprim a bit

2007-01-07 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Samstag 06 Januar 2007 22:25 schrieb Ivan Gyurdiev: Stefan Dösinger wrote: Now that almost everything is gone from drawPrimitiveDrawStrided we don't need a subfunction for calling drawStridedSlow/Fast any longer I think while we're cleaning up things

Re: [15/20] WineD3D: Clean up drawprim a bit

2007-01-06 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Now that almost everything is gone from drawPrimitiveDrawStrided we don't need a subfunction for calling drawStridedSlow/Fast any longer I think while we're cleaning up things, all of software shaders should be removed. There's tons of code in drawprim and

Re: [3/10] WineD3D: Move decoding the vertex declaration to the vertexshader state handler

2007-01-03 Thread Ivan Gyurdiev
Regarding the concern of storing the decoded strided data after finishing drawing: This is intentional, the decoded vertex declaration will remain valid after the draw is finished and the arrays loaded. Future draws can use it, if the state is not dirtified again. This sounds like a good

Re: appdb rating inflation

2007-01-03 Thread Ivan Gyurdiev
Jan Zerebecki wrote: On Tue, Jan 02, 2007 at 07:00:20PM -0800, Dan Kegel wrote: I'd like to change this to make it clear that cracks are a no-no for anything Silver and above, and make Platinum and Gold rather more rigorous: I don't think that is helpful. What is more important: to

Re: [5/8] WineD3D: Readd the strided data trace

2007-01-03 Thread Ivan Gyurdiev
Stefan Dösinger wrote: I removed that call accidentally in one of my former patches, but I think it is still a good idea to trace the final strided sources used by drawprim You removed it from a d3d8 fixed function FVF-only codepath, and are adding it back into a shared codepath. That

Re: Resend: d3d9: fix failing tests on windows, when no 3d hardware acceleration is available

2007-01-02 Thread Ivan Gyurdiev
Louis. Lenders wrote: Hi, is there anything wrong with this patch? If so, could you please tell me what. Thx */Louis. Lenders [EMAIL PROTECTED]/* wrote: Hi, this patch should fix failing tests in d3d9, like you see for example here: http://test.winehq.org/data/200612231000/

Re: [9/16] WineD3D: Move decoding the vertex declaration to the device

2007-01-01 Thread Ivan Gyurdiev
+if (stateblock-wineD3DDevice-vs_selected_mode != SHADER_NONE stateblock-vertexShader + ((IWineD3DVertexShaderImpl *)stateblock-vertexShader)-baseShader.function != NULL) +memcpy(stateblock-wineD3DDevice-strided_streams, stateblock-wineD3DDevice-up_strided,

Re: d3d9: Add a render target test

2006-12-20 Thread Ivan Gyurdiev
H. Verbeet wrote: On 20/12/06, H. Verbeet [EMAIL PROTECTED] wrote: This time as part of the device.c test. Changelog: - Add a render target test Use the attached patch instead, the previous version doesn't apply. This test really belongs in stateblock.c, along with every other set -- get

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: [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 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

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: [3/5] wined3d: Make the offscreen render mode a registry setting

2006-11-17 Thread Ivan Gyurdiev
This flag needs to be per adapter - should be added to device.c like the shader mode.

Re: [2/5] wined3d: Fix depth buffer formats to use actual depth textures

2006-11-17 Thread Ivan Gyurdiev
H. Verbeet wrote: Two things to note here: - We use GL_DEPTH_COMPONENT24_ARB as internal format for 16-bit depth textures. This is needed because GL_DEPTH_COMPONENT16_ARB doesn't work with FBOs. - We don't properly support combined depth and stencil buffer formats yet. To support this properly

Re: [3/5] wined3d: Make the offscreen render mode a registry setting

2006-11-17 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: This flag needs to be per adapter - should be added to device.c like the shader mode. I meant the device structure. Also, the mode selection should include configuration and support detection - I think you're missing the support detection. Imho there should

Re: [3/5] wined3d: Make the offscreen render mode a registry setting

2006-11-17 Thread Ivan Gyurdiev
H. Verbeet wrote: On 17/11/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: This flag needs to be per adapter - should be added to device.c like the shader mode. Well, the registry setting is global. I'm not sure if it really makes sense to use different offscreen rendering modes for different

Re: [3/5] wined3d: Make the offscreen render mode a registry setting

2006-11-17 Thread Ivan Gyurdiev
H. Verbeet wrote: On 17/11/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: H. Verbeet wrote: On 17/11/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: This flag needs to be per adapter - should be added to device.c like the shader mode. Well, the registry setting is global. I'm not sure

Re: [2/5] wined3d: Fix depth buffer formats to use actual depth textures

2006-11-17 Thread Ivan Gyurdiev
That's still missing runtime check for GL_ARB_DEPTH_TEXTURE extension. I don't like developers only and registry key - feature should be complete or not in the tree. The trouble with the current setup is that we can't use different formats based on what extensions are present. Then the

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-30 Thread Ivan Gyurdiev
Mirek wrote: Ok, i just found why is it not working with this patch, and why is it working without this patch. It is based on position of definition MOVA in vertexshader.c, if MOVA is on after patch position it is not working, but if i move line {WINED3DSIO_MOVA, mova, NULL, 1, 2,

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Ivan Gyurdiev
Tom Wickline wrote: I see the same thing as Mirek, 3dmark03 is totally broken now. And yes I tested GLSL and ARB and before and after with the same results as his. So yes, this is a major regression :D When testing with the GLSL backend, can you please do a +d3d_shader trace, find the

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Ivan Gyurdiev
Here is log with 3DMark running for about 3 seconds with patch and without, trace+d3d. http://www.czela.net/pub/Czela_Debian_2.5/mirek/wine/regression/3DMark03.tar.gz There's no mova instruction in that log.

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-29 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: Here is log with 3DMark running for about 3 seconds with patch and without, trace+d3d. http://www.czela.net/pub/Czela_Debian_2.5/mirek/wine/regression/3DMark03.tar.gz There's no mova instruction in that log. ...grep for mova, or for unrecognized or Unrecognized

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-28 Thread Ivan Gyurdiev
The MOVA instruction is a 2.0 instruction, which cannot be fully implemented in ARB. However, the patch shouldn't have caused a regression - if you're seeing a black screen with GLSL also, that means another patch is responsible for this.

Re: Regression in patch wined3d: Implement D3DSIO_MOVA in ARB backend.

2006-10-28 Thread Ivan Gyurdiev
Mirek wrote: I tried it three times with same result. Can someone else test if 3DMark 2003 is working with latest wine? You shouldn't test if it's working now - test if it's working before the MOVA patch, and if it's not working after the MOVA patch [ no other patches in between ].

Re: WineD3D State management - going live(TM)

2006-10-24 Thread Ivan Gyurdiev
Can you describe what this would look like in detail I haven't thought it through in detail - just making sure you have. I think you're going in the right direction, as long as considering things other than render states in the design - won't bother you anymore, until I see some more of

Re: WineD3D State management - going live(TM)

2006-10-23 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Montag 23 Oktober 2006 00:57 schrieben Sie: What does addDirtyState() do when called multiple times with the same representative? There is a stateblock-changed.somestate field in the stateblock, which is a boolean right now. This can be made a pointer to the

Re: WineD3D State management - going live(TM)

2006-10-23 Thread Ivan Gyurdiev
I don't like how the number of things staying as they are right now is growing, while the number of things being changed remains confined to render states. To have a proof-of-concept state management system, it would be best to take things that are as different as possible, and manage to get

Re: WineD3D State management - going live(TM)

2006-10-22 Thread Ivan Gyurdiev
Jaap Stolk wrote: On 10/22/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: and we loose the ability to set up a constant table in the code. The constant table is usually a bad idea, and this demonstrates why - I'm in favor of flexibility, but is it correct to assume that the number of functions

Re: WineD3D State management - going live(TM)

2006-10-22 Thread Ivan Gyurdiev
n0dalus wrote: On 10/22/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: Constant is convenient, but if it can't meet all necessary requirements, I wouldn't hesitate to drop the idea - never compromise on design in favor of C optimizations. Tomorrow's hardware will make any non-algorithmic

Re: WineD3D State management - going live(TM)

2006-10-22 Thread Ivan Gyurdiev
device-addDirtyState(This, States[State]-representative) This way the code applying the states has to be called only once. What does addDirtyState() do when called multiple times with the same representative? This is still a bunch of code, not a magic instruction how to call gl

Re: wined3d

2006-10-21 Thread Ivan Gyurdiev
Makes sense - reapplying the stateblock causes the states to be written back to the same stateblock *and* GL state to be applied. What we want is the states to be applied without being written back to the same stateblock. You can add if(capturing) write_to_update_stateblock(); else

Re: WineD3D State management - going live(TM)

2006-10-19 Thread Ivan Gyurdiev
States will be applied in drawprim. BltOverride and UnlockRect change states on their own, and they can put the states the change onto the dirty list so drawprim will reset them to what the application wants. What about Clear()? Maybe you should also provide the capability of applying a

Re: WineD3D State management - going live(TM)

2006-10-19 Thread Ivan Gyurdiev
States will be applied in drawprim. It will be good if *all* texture-related states were applied in drawprim, specifically. This is a prerequisite to VTF support, since that involves repacking pixel and vertex textures into a single array, and changing their indices [ should happen at

Re: WineD3D State management - going live(TM)

2006-10-19 Thread Ivan Gyurdiev
More? What are your plans for dealing with these: = SetLight() SetLightEnable() SetTexture() SetDepthStencilBuffer() SetRenderTarget() SetSomethingElseThatsNotARenderState().

Re: [D3D9] fix for SetFVF memleak [2nd try+patch]

2006-10-14 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: Ivan Gyurdiev wrote: Karsten Elfenbein wrote: * don't prevent IUnknown_Release of pDecl in the exit section and fix for http://bugs.winehq.org/show_bug.cgi?id=5656 This seems wrong, d3d9 does not keep an internal reference of the vdecl. Try the attached patch instead

Re: [D3D9] fix for SetFVF memleak [2nd try+patch]

2006-10-14 Thread Ivan Gyurdiev
H. Verbeet wrote: On 14/10/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: Ivan Gyurdiev wrote: Based on further tests, I don't believe this patch is correct.. but it will fix the memory leak. I'm still unsure what kind of insanity the native API is doing internally - in process of figuring

Re: [D3D9] fix for SetFVF memleak [2nd try+patch]

2006-10-14 Thread Ivan Gyurdiev
H. Verbeet wrote: On 14/10/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: Exactly... so why is the refcount 1 *after* GetVertexDeclaration. Perhaps the declaration in only generated when calling GetVertexDeclaration(). If you call it twice, does it return the same pointer? No.. I tried that too

Re: [D3D9] fix for SetFVF memleak [2nd try+patch]

2006-10-14 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Am Samstag 14 Oktober 2006 20:53 schrieb Ivan Gyurdiev: H. Verbeet wrote: On 14/10/06, Ivan Gyurdiev [EMAIL PROTECTED] wrote: Exactly... so why is the refcount 1 *after* GetVertexDeclaration. Perhaps the declaration in only generated when

Re: [D3D9] fix for SetFVF memleak [2nd try+patch]

2006-10-07 Thread Ivan Gyurdiev
Karsten Elfenbein wrote: * don't prevent IUnknown_Release of pDecl in the exit section and fix for http://bugs.winehq.org/show_bug.cgi?id=5656 This seems wrong, d3d9 does not keep an internal reference of the vdecl. Try the attached patch instead, let me know if it works... ---

Re: [D3D9] fix for SetFVF memleak [2nd try+patch]

2006-10-07 Thread Ivan Gyurdiev
Ivan Gyurdiev wrote: Karsten Elfenbein wrote: * don't prevent IUnknown_Release of pDecl in the exit section and fix for http://bugs.winehq.org/show_bug.cgi?id=5656 This seems wrong, d3d9 does not keep an internal reference of the vdecl. Try the attached patch instead, let me know

Re: [D3D9 1/8] Remove const qualifier on state_test data

2006-10-05 Thread Ivan Gyurdiev
Alexandre Julliard wrote: Ivan Gyurdiev [EMAIL PROTECTED] writes: It's already marked const in the parameters of the set and get functions, which means it can't be modified there (arg 3): +void (*set_handler) (IDirect3DDevice9* device, const struct state_test* test, const void* data_in

Re: [D3D9 1/8] Remove const qualifier on state_test data

2006-10-05 Thread Ivan Gyurdiev
Well, ok, I'm starting to see this your way now. I'll make this change, because of two reasons: 1) I'll need some kind of data structure called test_context anyway, whether or not those pointers are copied there. Future tests will probably require the ability to store additional data during

Re: [WINED3D 1/6] Move D3DSIO structure into the WINED3D namespace.

2006-10-05 Thread Ivan Gyurdiev
Alexandre Julliard wrote: Ivan Gyurdiev [EMAIL PROTECTED] writes: wined3d_types.h would be for types equivalent to the d3d types - essentially no maintainance, simply map one-to-one to d3d. wined3d_private.h would be for shared structures that we come up with. Also, wined3d_private.h

Re: [WINED3D 1/6] Move D3DSIO structure into the WINED3D namespace.

2006-10-04 Thread Ivan Gyurdiev
Alexandre Julliard wrote: Ivan Gyurdiev [EMAIL PROTECTED] writes: Note: A new file was started for this purpose: wined3d_types.h. This is _not_ the same as the one in the wine include folder - that one should be for types which appear in the interface of wined3d, and must therefore

  1   2   3   >