Re: [PATCH 3/5] wined3d: Handle sRGB_decode when reading the sampler state.

2013-10-08 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-10-08 12:06, schrieb Henri Verbeet: > On 8 October 2013 00:27, Stefan Dösinger > wrote: >> diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c >> index 52eac16..eb8ca7e 100644 --- a/dlls/wined3d/surface.c +++

Re: [PATCH 1/5] wined3d: Don't bother about client storage in wined3d_surface_set_mem.

2013-10-04 Thread Stefan Dösinger
Am 04.10.2013 um 17:15 schrieb Henri Verbeet : > I guess that makes it ok in practice, but I'd still feel happier about > this kind of patch if we actually enforced resource access flags > first. (At which point you could also just check the access flags > instead of the pool.) My plan is to enfor

Re: [PATCH 1/5] wined3d: Don't bother about client storage in wined3d_surface_set_mem.

2013-10-04 Thread Stefan Dösinger
Am 04.10.2013 um 15:51 schrieb Stefan Dösinger : > No codepath in wined3d_surface_blt will attempt to load a sysmem surface into > a texture. fbo_blit_supported returns FALSE if src or destination are in > sysmem, and so do arbfp_blit_supported and surface_blt_special. Color fills >

Re: [PATCH 1/5] wined3d: Don't bother about client storage in wined3d_surface_set_mem.

2013-10-04 Thread Stefan Dösinger
Am 04.10.2013 um 15:28 schrieb Henri Verbeet : > On 4 October 2013 15:02, Stefan Dösinger wrote: >> Client storage only applies to GL textures, which won't be created for >> sysmem surfaces. >> > I don't think that's necessarily true at the mome

Re: [PATCH 1/5] wined3d: Store valid locations in the resource.

2013-10-03 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-10-03 16:05, schrieb Henri Verbeet: > I don't think this patch makes sense before you actually unify the > location management. In particular, after this patch you'd have > location management in resources that really only does anything > for

Re: d3d9: update locked_rect only if wined3d_surface_map succeeded

2013-10-03 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-10-03 21:45, schrieb Henri Verbeet: > On 3 October 2013 21:16, Lasse Rasinen wrote: >> According to debugging output, Artemis Spaceship Bridge Simulator >> 2.0 calls LockRect twice on the same texture (for whatever >> reason) and crashes. >>

Re: [PATCH 1/5] wined3d: Store valid locations in the resource.

2013-10-03 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-10-03 13:45, schrieb Henri Verbeet: > On 3 October 2013 13:22, Stefan Dösinger > wrote: >> Will be updated as well. See >> http://www.winehq.org/pipermail/wine-devel/2013-October/101575.html >> >> for the surf

Re: [PATCH 1/5] wined3d: Store valid locations in the resource.

2013-10-03 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-10-03 13:14, schrieb Henri Verbeet: > On 3 October 2013 13:08, Stefan Dösinger > wrote: >> --- dlls/wined3d/volume.c | 46 >> +- >> dlls/wined3d/wined3d_private.h |

Re: [PATCH 1/5] wined3d: Send present operations through a command stream.

2013-09-27 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-27 14:19, schrieb Henri Verbeet: > Perhaps, I'm not sure. For that kind of comment to be useful it > should have a clear set of implications, and I'm not sure it has > that until we work out the details of the multi-threaded > implementation

Re: [PATCH 1/5] wined3d: Send present operations through a command stream.

2013-09-27 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-27 00:15, schrieb Henri Verbeet: > -swapchain->swapchain_ops->swapchain_present(swapchain, > src_rect, dst_rect, dirty_region, flags); + > wined3d_cs_emit_present(swapchain->device->cs, swapchain, > src_rect, +dst_rect, dst_w

Re: [PATCH 3/5] d3d9/tests: Add a volume V16U16 test.

2013-09-23 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-23 17:31, schrieb Stefan Dösinger: > Am 2013-09-23 17:29, schrieb Henri Verbeet: >> On 23 September 2013 13:29, Stefan Dösinger >> wrote: >>> Note that Windows drivers disagree on which format they >>>

Re: [PATCH 3/5] d3d9/tests: Add a volume V16U16 test.

2013-09-23 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-23 17:29, schrieb Henri Verbeet: > On 23 September 2013 13:29, Stefan Dösinger > wrote: >> Note that Windows drivers disagree on which format they support. >> Nvidia has V16U16, AMD supports Q8W8V8U8, at least on r200. I

Re: [PATCH 2/8] wined3d: Introduce a format flag for volume texture support.

2013-09-17 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-17 17:12, schrieb Henri Verbeet: > The point is that the distinction you're making here between > volumes and everything else is a bit arbitrary, and I think this > patch as it is will make it more work rather than less to move > towards hav

Re: [PATCH 2/8] wined3d: Introduce a format flag for volume texture support.

2013-09-17 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-17 13:55, schrieb Henri Verbeet: > I don't like this approach much. I think we should either do the > right thing right away and have separate flags for each GL resource > type (i.e., vertex/index buffers, renderbuffers, > 1D/2D/3D/CUBE/RECT

Re: [PATCH 5/8] wined3d: Implement locking of block-based volume textures.

2013-09-17 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-17 15:05, schrieb Henri Verbeet: > I was mostly thinking of merging e.g. wined3d_surface_get_pitch() > and wined3d_volume_get_pitch() into wined3d_resource_get_pitch(). I > don't feel strongly about doing that first though, so if you're > sa

Re: [PATCH 5/8] wined3d: Implement locking of block-based volume textures.

2013-09-17 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-17 13:55, schrieb Henri Verbeet: > On 17 September 2013 11:39, Stefan Dösinger > wrote: >> --- dlls/wined3d/volume.c | 95 >> +++ 1 file >> changed, 88 in

Re: [PATCH 2/5] ddraw: Don't set render target / depth stencil usage on sysmem surfaces.

2013-09-17 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-17 11:55, schrieb Henri Verbeet: > CreateDevice() returns D3DERR_SURFACENOTINVIDMEM, provided the > surface would otherwise be suitable for rendering. > SetRenderTarget() has inconsistent behaviour between versions, but > returns DDERR_INVAL

Re: [PATCH 7/8] d3d9/tests: Add tests for block-based volume formats.

2013-09-17 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-17 11:39, schrieb Stefan Dösinger: > --- dlls/d3d9/tests/device.c | 340 > +++ 1 file changed, 340 > insertions(+) Fyi, I have equivalent tests for d3d8, the behavior is the same. -

Re: [PATCH 2/5] ddraw: Don't set render target / depth stencil usage on sysmem surfaces.

2013-09-17 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-17 09:22, schrieb Henri Verbeet: > Setting render target usage on a P8 surface for example would fail > surface creation, while such surfaces can't be used for actual > rendering anyway. Tests confirm that surface creation is supposed > to s

Re: D3D command stream patches for testing

2013-09-15 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-15 21:47, schrieb Forest: >> In the past months I have been working on a command stream / >> worker thread for wined3d. It moves most OpenGL calls into a >> separate thread to improve performance (bug 11674) and fix some >> bugs that are oth

Re: [PATCH 5/5] d3d9/tests: D3DCMP_GREATER is broken on r500.

2013-09-12 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-12 13:36, schrieb Henri Verbeet: > I really just meant the typo in the comment. Ah yes, that should be "distorted". -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.20 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://www.enigmai

Re: [PATCH 5/5] d3d9/tests: D3DCMP_GREATER is broken on r500.

2013-09-12 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-12 12:44, schrieb Henri Verbeet: > On 12 September 2013 12:23, Stefan Dösinger > wrote: >> + * On the r500 driver on Windows D3DCMP_GREATER and >> D3DCMP_GREATEREQUAL are broken for depth + * values > 0.5. &g

Re: [PATCH 4/5] ddraw: Avoid LPVOID.

2013-09-11 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-11 19:05, schrieb Marvin: > === wxppro (32 bit d3d) === d3d.c:1260: Test failed: Homogeneous > output was generated despite UNCLIPPED flag Fyi, I am seeing those on my Windows machines as well. No idea why it suddenly started popping up on t

Re: [PATCH 4/5] wined3d: Move the decoded stream info into the context.

2013-09-11 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-11 13:32, schrieb Henri Verbeet:> On 11 September 2013 11:31, Stefan Dösinger wrote: >> @@ -1880,9 +1888,8 @@ struct wined3d_device WORD d3d_initialized >> : 1; WORD inScene : 1; /* A flag to check for pr

Re: [PATCH 4/5] wined3d: Move the decoded stream info into the context

2013-09-09 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-09 13:55, schrieb Henri Verbeet: > Not strictly, but I think it helps with keeping track of how much > bits are left and avoiding silly things like holes in the > structure. Fair enough. Please ignore patches 4 and 5 for today, I'll take m

Re: [PATCH 4/5] wined3d: Move the decoded stream info into the context

2013-09-09 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-09 13:42, schrieb Henri Verbeet: > I think that's an unfortunate place to insert the field, and you > should update the padding. > >>> @@ -1880,9 +1889,7 @@ struct wined3d_device WORD >>> d3d_initialized : 1; WORD inScene : 1;

Re: [PATCH 5/5] ddraw: Enumerate DXT2 and DXT4

2013-09-05 Thread Stefan Dösinger
My understanding is that we should do rgb *= a in the shader. Writing tests for this is on my todo list, but very close to the bottom. (Sorry for the top post. Stupid android mail program) Henri Verbeet schrieb: >On 5 September 2013 10:42, Stefan Dösinger >wrote: >> Y

Re: [PATCH 3/5] ddraw/tests: Test DDCAPS2_TEXTUREMANAGE compatibility with other flags

2013-09-05 Thread Stefan Dösinger
Oops, will resend later. Henri Verbeet schrieb: >On 5 September 2013 10:42, Stefan Dösinger >wrote: >> +if(DDSD->ddsCaps.dwCaps2 & DDSCAPS2_TEXTUREMANAGE) >Minor formatting error here. -- Diese Nachricht wurde von meinem Android-Mobiltelefon mit K-9 Mail gesendet.

Re: D3D command stream patches for testing

2013-09-05 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-04 20:11, schrieb Prot Secret: > Hi, I am interested in your work, but after patching wine171 of > this patch and enabled csmt, i have seen this in SC2 > http://postimg.org/gallery/1w8y6jbg I use nvidia GTX 680 with > proprietary i386 nvidi

Re: D3D command stream patches for testing

2013-09-04 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-04 16:30, schrieb Vedran Rodic: > Using a blit copy to avoid stalling on 12b glBufferSubData() to a > busy buffer object. The long term plan is to use GL_ARB_buffer_storage to create buffers that can be used for rendering while mapped. That

Re: [PATCH 3/5] wined3d: Don't set WINED3DUSAGE_RENDERTARGET on the front buffer.

2013-09-04 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-04 08:56, schrieb Henri Verbeet: > We never render directly to the front buffer, and in case of e.g. a > P8 front buffer, we would fail surface creation if we were to > enforce format restrictions. This patch uncovers a problem I am not quit

Re: [PATCH 2/5] d3d9: Check for support before creating textures

2013-09-03 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-03 17:54, schrieb Henri Verbeet: > If that's the main issue, I could tell you that it will most > likely end up being renamed WINED3D_BIND_SHADER_RESOURCE at some > point, equivalent to the d3d10+ bind flags. That works for the name. The oth

Re: [PATCH 2/5] d3d9: Check for support before creating textures

2013-09-03 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-03 17:33, schrieb Henri Verbeet: > On 3 September 2013 14:07, Stefan Dösinger > wrote: >> I'm checking this in d3d9/d3d8/ddraw because we create textures >> for everything nowadays, even stand-alone surfaces. >

Re: D3D command stream patches for testing

2013-09-03 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-03 15:57, schrieb Rosanne DiMesio: > On Mon, 02 Sep 2013 15:55:18 +0200 Stefan Dösinger > wrote: > > >> You can test the attached patches by applying them (git am >> /path/to/patches/*) > > Third patch d

Re: [PATCH 3/5] wined3d: Don't clamp texture lookups in the GLSL fixed function fragment pipe.

2013-09-03 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-03 13:41, schrieb Henri Verbeet:> It ends up being a performance bottleneck in some cases. This is > particularly visible in the 3DMark03 multi-texture fill-rate test, > in other cases the impact is usually a bit more modest. That's interest

Re: [PATCH 3/5] wined3d: Don't clamp texture lookups in the GLSL fixed function fragment pipe.

2013-09-03 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-09-03 09:47, schrieb Henri Verbeet: > This originally came from the ARB fragment program implementation, > but I don't see a justification for clamping there either. For the > texture formats typically used with the fixed function pipe > clampi

Re: [PATCH 5/5] wined3d: Enforce volume texture block restrictions

2013-08-30 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-30 17:50, schrieb Henri Verbeet: > Well, regardless of which one it is, I don't see a similar check > for 2D and cube textures at the moment. I think some tests would > be welcome. You are right, there's neither a check nor tests. I am certa

Re: [PATCH 3/5] d3d9/tests: Add a DXT5 volume test

2013-08-30 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-30 17:31, schrieb Henri Verbeet: > On 30 August 2013 00:19, Stefan Dösinger > wrote: >> +/* A 8x4x2 texture consisting of 4 4x4 blocks. The >> colors of the blocks are red, green, blue and white. */ + >>

Re: [PATCH 5/5] wined3d: Enforce volume texture block restrictions

2013-08-30 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-30 17:31, schrieb Henri Verbeet: > On 30 August 2013 00:19, Stefan Dösinger > wrote: >> +if (format->flags & WINED3DFMT_FLAG_BLOCKS) +{ + >> UINT width_mask = format->block_width - 1; +

Re: d3d9: Partial implementation of IDirect3DSwapChain9Ex

2013-08-30 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Am 2013-08-30 10:19, schrieb Michael Müller: > This patch implements the IDirect3DSwapChain9Ex interface as an > extension of IDirect3DSwapChain9 and thus fixes bug 34252 - > "Silverlight accelerated graphics cause a D3D critical section > lockup

Re: [PATCH 2/7] wined3d: Use PBOs for dynamic volumes (try 2)

2013-08-26 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-26 16:16, schrieb Matteo Bruni: > 2013/8/26 Stefan Dösinger : >> Try 2: *) Require only GPU access for buffers *) Reduce number of >> checkGLcall invocations *) Remove a return from an ERR case --- >> dlls/wined3d/ut

Re: [PATCH 5/6] wined3d: Use PBOs for dynamic volumes

2013-08-23 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-23 14:01, schrieb Henri Verbeet: > On 23 August 2013 13:54, Stefan Dösinger > wrote: >> The rules for surfaces and volumes aren't applicable to buffers >> anyway. A default pool buffer without D3DUSAGE_DYNAMIC is

Re: [PATCH 5/6] wined3d: Use PBOs for dynamic volumes

2013-08-23 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-23 12:29, schrieb Henri Verbeet: > On 23 August 2013 12:04, Stefan Dösinger > wrote: >> >> Am 23.08.2013 um 11:34 schrieb Henri Verbeet >> : >>> Why does loading into a PBO require CPU access? >>

Re: [PATCH 5/6] wined3d: Use PBOs for dynamic volumes

2013-08-23 Thread Stefan Dösinger
Am 23.08.2013 um 11:34 schrieb Henri Verbeet : > Why does loading into a PBO require CPU access? The only reason why we want to store a volume in a PBO is to map it, which requires CPU access. If the volume doesn't allow CPU access I don't see a reason to load it into a PBO. Well, there's RGB<-

Re: [PATCH 6/6] wined3d: Implement basic volume location management (try 2)

2013-08-22 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-22 15:33, schrieb Henri Verbeet: > On 22 August 2013 14:57, Stefan Dösinger > wrote: >> +if (volume->locations & WINED3D_LOCATION_DISCARDED) >> +{ +TRACE("Volume previ

Re: [PATCH 5/5] wined3d: Implement basic volume location management

2013-08-22 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-22 13:14, schrieb Henri Verbeet: > On 22 August 2013 13:07, Stefan Dösinger > wrote: >> -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 >> >> Am 2013-08-22 12:58, schrieb Henri Verbeet: >>> Yes, but if &q

Re: [PATCH 5/5] wined3d: Implement basic volume location management

2013-08-22 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-22 12:58, schrieb Henri Verbeet: > Yes, but if "pool" goes away we need some other way to check for > scratch resources. It's just that in retrospect the access flags > probably aren't the right place. If pool goes to d3d8/9, the checks sh

Re: [PATCH 5/5] wined3d: Implement basic volume location management

2013-08-22 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-22 10:25, schrieb Henri Verbeet: > Yeah, I'm not particularly happy about it either. The issue is > that scratch resources allow some extra formats over sysmem > resources, but can't be used for resource uploads. The idea is to > eventually

Re: [PATCH 5/5] wined3d: Implement basic volume location management

2013-08-22 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-22 09:11, schrieb Henri Verbeet: > On 22 August 2013 00:30, Stefan Dösinger > wrote: >> +const char *wined3d_debug_location(DWORD location) +{ +char >> buf[238]; > That number looks a bit arbitrary, although I su

Re: wined3d: Add a function for allocating aligned resource, memory (try 3)

2013-08-21 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-21 12:43, schrieb Alexandre Julliard:> 8 0x68e5fba9 wined3d_texture_decref+0x48(texture=) [/home/julliard/wine/wine/dlls/wined3d/texture.c:449] in wined3d (0x0032fb28) This is an existing bug, when running the tests often enough with the e

Re: [PATCH 1/5] wined3d: Add a function for allocating aligned resource memory (try 2)

2013-08-20 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-20 13:12, schrieb Henri Verbeet: > I think this should either be called > wined3d_resource_allocate_sysmem() and live in resource.c, or > accept any np2 alignment and be called something along the lines of > wined3d_memalign(). The former

Re: [PATCH 2/5] wined3d: Wrap resource->heapMemory into a structure

2013-08-19 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-19 17:08, schrieb Stefan Dösinger: > I'm not entirely sure about the SIZE_T align = RESOURCE_ALIGNMENT - > 1 + sizeof(*p); line though. Msvcrt doesn't have the - 1, and > allocating size + RESOURCE_ALIGNMENT bytes migh

Re: [PATCH 2/5] wined3d: Wrap resource->heapMemory into a structure

2013-08-19 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-19 14:34, schrieb Henri Verbeet: > On 19 August 2013 14:20, Stefan Dösinger > wrote: >> Am 2013-08-19 13:53, schrieb Henri Verbeet: >>> That's actually a bug in what I posted. >> What's your s

Re: [PATCH 2/5] wined3d: Wrap resource->heapMemory into a structure

2013-08-19 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-19 13:53, schrieb Henri Verbeet: > On 19 August 2013 13:38, Stefan Dösinger > wrote: >> I guess in theory any kind of payload could be added to your >> implementation, but growing this larger than >> RESOURCE_AL

Re: [PATCH 5/5] wined3d: Store the mipmap level in the volume

2013-08-19 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-19 12:39, schrieb Henri Verbeet: > On 19 August 2013 10:52, Stefan Dösinger > wrote: >> +void wined3d_volume_set_texture_level(struct wined3d_volume >> *volume, GLint level) +{ +volume->texture_level = level; +} &

Re: [PATCH 3/5] wined3d: Properly allocate heap memory for volumes

2013-08-19 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-19 12:31, schrieb Henri Verbeet: > On 19 August 2013 10:52, Stefan Dösinger > wrote: >> @@ -184,7 +184,16 @@ HRESULT CDECL wined3d_volume_map(struct >> wined3d_volume *volume, volume, map_desc, box, flags);

Re: [PATCH 2/5] wined3d: Wrap resource->heapMemory into a structure

2013-08-19 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-08-19 12:29, schrieb Henri Verbeet: > I don't think this is a good idea. How about something like the > following? The corresponding free function would be trivial. I guess this works for the purposes of this patchset. However, in my command s

Re: [PATCH 1/5] wined3d: Keep GL_UNPACK_CLIENT_STORAGE_APPLE off by default

2013-08-19 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Henri, Matteo, When reviewing those patches, please have a look at the attached archive. It contains the rest of the volume cleanup patches and some tests. Cheers, Stefan -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.20 (GNU/Linux) Comment: Usin

Re: [PATCH] d3dx9_36: Filter out D3DCompile warning messages that are not present with D3DCompileShader.

2013-07-31 Thread Stefan Dösinger
Am 2013-07-31 16:01, schrieb Christian Costa: > AFAIK no. My localization is french and I get english messages. Any > idea how I can check that? Should be ok then. > The parsing code handles missing null byte as well as both > unix/dos text formats but maybe I can just simplify it by using > strto

Re: [PATCH] d3dx9_36: Filter out D3DCompile warning messages that are not present with D3DCompileShader.

2013-07-31 Thread Stefan Dösinger
Hi, Am 31.07.2013 um 09:10 schrieb Christian Costa : > +if (!(strstr(line_out, "warning X3206:") && strstr(line_out, > "implicit truncation of vector type"))) > +line_out += line_size; msvc localizes compiler errors and warnings. Are you sure d3dcompiler.dll

Re: How to get involved in Windows Store API implement?

2013-07-29 Thread Stefan Dösinger
Hi, Am 29.07.2013 um 15:33 schrieb 中川祥 : > I do not know much about the store apps development. > What is Windows.winmd? Do I need disassemble it and create wine version ?If I > need C++,I wouldn't do. First of all, don't disassemble Windows DLLs. Wine will not accept your code if you do that.

Re: [PATCH] wined3d: Implement per-stage constant in glsl fixed fonction pipeline.

2013-06-25 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-25 18:08, schrieb Christian Costa: > Are we really discussing about a typo in the subject line? > "Implement" just comes naturally from the fixme when I create an > empty patch. It turned out after coding that "Fix" is more > appropriate. I

Re: [PATCH 2/2] wined3d: Avoid calculating 1 / (fog_end - fog_start) in the shader

2013-06-21 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-21 13:05, schrieb Henri Verbeet: > On 21 June 2013 12:06, Stefan Dösinger > wrote: >> This also works for fog_start == fog_end on drivers that don't >> handle this situation correctly with fixed function fog. Tes

Re: [PATCH 3/4] ddraw: Device2 and Device3 do not have a lighting render state

2013-06-20 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-20 13:23, schrieb Henri Verbeet: >> Just to make sure I understand you correctly: You're saying that >> the test should still call SetRenderState(LIGHTING), check the >> initial value, and GetRenderState(LIGHTING) should return a >> hardcode

Re: [PATCH 3/4] ddraw: Device2 and Device3 do not have a lighting render state

2013-06-20 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-20 13:02, schrieb Henri Verbeet: > On 20 June 2013 12:17, Stefan Dösinger > wrote: >> /* Light state */ DWORD material; +DWORD dummy_rs_lighting; >> > Considering the render state doesn't exist in early ddra

Re: [PATCH 2/4] ddraw: Send device2_Draw* through device3_Draw*

2013-06-20 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-20 13:02, schrieb Henri Verbeet: > On 20 June 2013 12:17, Stefan Dösinger > wrote: >> -return >> IDirect3DDevice7_DrawPrimitive(&device->IDirect3DDevice7_iface, >> device->primitive_type, +return

Re: [PATCH 1/2] wined3d: Pass fogstart==fogend to GL in fog table mode (try 3)

2013-06-18 Thread Stefan Dösinger
Am 18.06.2013 um 17:25 schrieb Henri Verbeet: > On 18 June 2013 16:52, Stefan Dösinger wrote: >> It's needed to switch between the different handling of fogstart and fogend >> in vertex and table fog. The ddraw test shows this. The d3d8 and d3d9 tests >> succeed

Re: [PATCH 1/2] wined3d: Pass fogstart==fogend to GL in fog table mode (try 3)

2013-06-18 Thread Stefan Dösinger
Am 18.06.2013 um 16:33 schrieb Henri Verbeet: > On 18 June 2013 16:17, Stefan Dösinger wrote: >> diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c >> index e14d7ab..ad9be6a 100644 >> --- a/dlls/wined3d/glsl_shader.c >> +++ b/dlls/wined3d/glsl_sha

Re: [PATCH 2/5] wined3d: Handle fog_start==fog_end with table fog(try 2)

2013-06-18 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-18 12:53, schrieb Henri Verbeet: > (And that one is only supported by Mesa anyway, so there should be > no reason to not just fix the driver instead.) Well, in theory. In practice I'd need the register documentation. I had a very quick look

Re: [PATCH 2/5] wined3d: Handle fog_start==fog_end with table fog(try 2)

2013-06-18 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-18 09:12, schrieb Henri Verbeet: > On 17 June 2013 22:53, Stefan Dösinger > wrote: >> correctly with fixed function fog. Tested as usual on Geforce9 >> (OSX, Linux), Geforce7 (Linux), r300g, r600g, i965 (OSX), r200. &

Re: [PATCH 1/4] wined3d: Handle fog_start == fog_end with table fog

2013-06-15 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-15 10:40, schrieb Henri Verbeet: > Why is this needed? When end == start I'd expect (end - c) / (end > - start) to evaluate to +/-INF, and then get clamped to [0, 1], > which is pretty much what you'd want. In my (very limited) testing, > th

Re: [PATCH 1/4] wined3d: Handle fog_start == fog_end with table fog

2013-06-15 Thread Stefan Dösinger
Am 15.06.2013 um 10:40 schrieb Henri Verbeet : > Why is this needed? When end == start I'd expect (end - c) / (end - > start) to evaluate to +/-INF, and then get clamped to [0, 1], which is > pretty much what you'd want. In my (very limited) testing, that's also > what actually happens with at lea

Re: [PATCH 3/3] wined3d: Handle pre-transformed vertices in the GLSL vertex pipe.

2013-06-15 Thread Stefan Dösinger
Am 14.06.2013 um 09:07 schrieb Henri Verbeet : > +shader_addline(buffer, "if (gl_Vertex.w != 0.0) gl_Position /= > gl_Vertex.w;\n"); I think you have to disable the rhw divide in drawStridedSlow in case the application falls back to it despite this patch, e.g. because of specular fog o

Re: Fwd: [GSoC Mentors Announce] GSoC 2013: Mentor Summit Travel and Details

2013-06-14 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-13 20:52, schrieb Austin English: > FYI for GSoC mentors. It's a ways away, but have the date in mind > if you'd like to attend. Remember we have two slots, so if there > are more than 2 people, we'll give preference to people that > haven't

Re: [PATCH 1/1] wined3d: Introduce a helper function for printing floats in GLSL shaders.

2013-06-11 Thread Stefan Dösinger
Am 11.06.2013 um 09:27 schrieb Henri Verbeet: > We always want to use '.' as decimal separator in GLSL, instead of the locale > specific one. Reported on IRC. I think this should be added as a code comment above shader_glsl_ftoa, I don't think the reason why we need our own conversion function i

Re: [PATCH 3/5] wined3d: Pass a wined3d_resource_desc structure to wined3d_texture_create_cube().

2013-06-05 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-06-05 11:06, schrieb Henri Verbeet: > +desc.width = edge_length; +desc.height = edge_length; + > desc.depth = 1; Wouldn't it make sense to either set desc.height = 1 or desc.depth = edge_length? -BEGIN PGP SIGNATURE- Version: G

Re: Question about legal requirement on gsoc page

2013-05-22 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-05-22 10:59, schrieb Christian Costa: > *"You are not allowed to analyze Windows files with the trace > functions of Wine" E.g. when you are working on Wine's d3dx9 implementation, you shouldn't use native d3dx9.dll and create a +d3d9 log to se

Re: [PATCH 2/4] ddraw/tests: Add EXCLUSIVE->NORMAL coop level switching tests

2013-05-21 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-05-21 16:03, schrieb Henri Verbeet: > On 21 May 2013 13:18, Stefan Dösinger > wrote: >> +static void test_coop_level_versions(void) > It may make more sense to move that to ddraw2.c and ddraw4.c > instead. The reasoning behi

Re: [PATCH 6/6] d3d9/tests: d3d9ex video memory accounting tests

2013-05-20 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-05-20 23:03, schrieb Austin English: > On Wed, May 15, 2013 at 3:32 AM, Henri Verbeet > wrote: >> On 14 May 2013 23:46, Stefan Dösinger >> wrote: >>> These tests have the potential to break on Windows when other

Re: [PATCH 5/5] wined3d: Pass the state and private data to shader_select

2013-05-13 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-05-13 17:44, schrieb Henri Verbeet: > Maybe. Perhaps we could also just get rid of > WINED3D_SHADER_MODE_NONE and add a separate call instead. Sounds like a plan, as we're never using WINED3D_SHADER_MODE_NONE for just one shader type. Please al

Re: [PATCH 5/5] wined3d: Pass the state and private data to shader_select

2013-05-13 Thread Stefan Dösinger
Am 13.05.2013 um 15:28 schrieb Henri Verbeet : > On 12 May 2013 15:30, Stefan Dösinger wrote: >> /* Disable shaders */ >> -device->shader_backend->shader_select(context, >> WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE); >> +device->s

Re: GSoC proposal

2013-05-01 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-05-01 17:14, schrieb George Stephanos: > Tell me if you need more information. Hope you consider me! I can't comment on the details of the proposal, but please note that you have to submit the proposal at http://www.google-melange.com/gsoc/home

Re: [PATCH 1/7] wined3d: Add a new structure for for d3d limits and other info

2013-04-25 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Please ignore this patch. I figured that my series might collide with Henri's, so I canceled the send process. And indeed there are conflicts, so I'll resend my patches rebased on top of Henri's. -BEGIN PGP SIGNATURE- Version: GnuPG v2.0.19 (GN

Re: [PATCH 1/2] wined3d: Remove leftover texture accesses in GLSL shader generation

2013-04-22 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-22 14:54, schrieb Henri Verbeet: > On 22 April 2013 14:48, Stefan Dösinger > wrote: >> Personally I don't like ifs without braces if either the >> condition or the instruction is spread over more than one line. &g

Re: [PATCH 1/2] wined3d: Remove leftover texture accesses in GLSL shader generation

2013-04-22 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-22 14:42, schrieb Henri Verbeet:> On 21 April 2013 16:51, Stefan Dösinger wrote: >> -if (texture && texture->target == GL_TEXTURE_RECTANGLE_ARB) >> -sample_flags |= WINED3D_GLSL_SAMPLE_RECT; +

Re: [PATCH 2/7] wined3d: Store vs_clipping in the adapter

2013-04-19 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-19 16:26, schrieb Henri Verbeet: > I think we'll want a separate structure for this. Note that you > essentially have two different kinds of data you're concerned with > here though. One is derived state like e.g. the texture unit map, > t

Re: [PATCH 5/5] wined3d: Enable GL_ARB_texture_rectangle in GLSL ffp fragment shaders

2013-04-16 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-16 17:01, schrieb Henri Verbeet: > On 16 April 2013 14:48, Stefan Dösinger > wrote: >> +if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) + >> shader_addline(buffer, "#extension GL_ARB_texture_rectangle : >&g

Re: [PATCH 1/1] d3d8: Don't assert on invalid IDirect3DBaseTexture8 interfaces.

2013-04-15 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-15 10:53, schrieb Rico Schüller: > I'm not sure what GetTexture does, a test might show it (I'll have > a look). The problem might be, that we use some members, which > native probably doesn't do in SetTexture. You couldn't call > GetTexture

Re: [PATCH 1/1] d3d8: Don't assert on invalid IDirect3DBaseTexture8 interfaces.

2013-04-15 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-14 16:53, schrieb Rico Schüller: > +if (iface->lpVtbl != (const IDirect3DBaseTexture8Vtbl > *)&Direct3DTexture8_Vtbl +&& iface->lpVtbl != (const > IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl + > && iface->lpVtbl !=

Re: [PATCH 1/2] wined3d: Use the np2_fixup to find out if a RECT texture is used

2013-04-12 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-12 10:34, schrieb Henri Verbeet: > Possibly, although the only really problematic condition is the > 1x1 texture one. If you make that go away, the condition comes down > to ARB_texture_rectangle being supported, having a 2D texture, and > t

Re: [PATCH 1/2] wined3d: Use the np2_fixup to find out if a RECT texture is used

2013-04-12 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-11 13:40, schrieb Henri Verbeet: > The basic idea is ok, but the conditions for when np2_fixup is set > are a bit more complicated than that. Specifically, look at how > the WINED3D_TEXTURE_POW2_MAT_IDENT texture flag is set / cleared > in t

Re: Google Summer of Code

2013-04-10 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Am 2013-04-10 18:28, schrieb Liu Tuo: > I am Liu Tuo from National University of Singapore. I am > interested in implementing missing D3DX9 APIs, how can I know more > about this project and how can I apply for it? Is there anyone who > can help m

Re: [PATCH 1/2] wined3d: Handle texture types via ps/vs_compile_args

2013-04-10 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-10 15:13, schrieb Henri Verbeet: > On 10 April 2013 14:32, Stefan Dösinger > wrote: >>> *) Shader declares a 2D sampler but e.g. a cube texture is >>> bound > Yes, but we have the "dummy" textures f

Re: [PATCH 1/2] wined3d: Handle texture types via ps/vs_compile_args

2013-04-10 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-10 14:28, schrieb Henri Verbeet:> Why do you need the sampler type for anything other than SM1 pixel > shaders? I'm not sure what you mean exactly. There are 3 problems related to the sampler type: *) RECT vs 2D samplers *) Shader declares

Re: [GSoC] My (new) proposal for GSoC 2013

2013-04-09 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-09 13:01, schrieb Stefan Dösinger: > I'm also running some of those tests That sentence got cut off: I'm also running some of those tests on a nightly basis to monitor Wine's performance. -BEGIN PGP SIGNATURE--

Re: [GSoC] My (new) proposal for GSoC 2013

2013-04-09 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-05 10:54, schrieb Gediminas Jakutis: > This was discussed on the IRC a bit. The idea is to write > [performance?] tests that are to be used for dxdiag. (I suppose > that includes that funny spinning dx logo cube test found on the > native d

Re: [GSoC] My (new) proposal for GSoC 2013

2013-04-05 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 2013-04-04 22:52, schrieb Gediminas Jakutis: > Hello! > > My previous application[1] turned out to be a total failure, hence > making a completely different one. My proposal this time goes as > follows: Write various D3D tests, mostly focusing on

Re: winehtml5.drv: Added new HTML5 driver.

2013-04-01 Thread Stefan Dösinger
Am 01.04.2013 um 16:55 schrieb André Hentschel : > Maybe you should continue with your work until wined3d supports webGL as > backend ;) No, nobody will need regular d3d once all games are written in webD3D.

Float printf precision

2013-03-31 Thread Stefan Dösinger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Henri, While overhauling the patch to hardcode local constants in the shader code I came across the TRACEs in wined3d_device_set_{vs,ps}_consts_f, which print the floats with %.8e. You changed this from %f in 979e3744f7721bef9e88fd671dfd7591c9f853

Re: wined3d: add NVidia GeForce 315M

2013-03-17 Thread Stefan Dösinger
Am 17.03.2013 um 17:08 schrieb Daniel Jeliński : > why can't we get these values from X? They are definitely present in > my Xorg.log. Propose a patch. A few notes though: *) The upcoming GLX_MESA_query_renderer extension will provide a good way to query this info. If this extension will be ado

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