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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 +++
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
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
>
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
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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
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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.
>>
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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
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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 |
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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
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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
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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
>>>
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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
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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
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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
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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
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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
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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
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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.
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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
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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
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Am 2013-09-12 13:36, schrieb Henri Verbeet:
> I really just meant the typo in the comment.
Ah yes, that should be "distorted".
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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
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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
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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
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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
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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;
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
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.
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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
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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
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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
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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
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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.
>
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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
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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
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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
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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
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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. */ +
>>
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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; +
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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
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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
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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
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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?
>>
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<-
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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
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Am 2013-08-22 13:14, schrieb Henri Verbeet:
> On 22 August 2013 13:07, Stefan Dösinger
> wrote:
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>>
>> Am 2013-08-22 12:58, schrieb Henri Verbeet:
>>> Yes, but if &q
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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
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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
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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
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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
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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
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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
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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
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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
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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; +}
&
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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);
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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
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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
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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
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
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.
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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
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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
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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
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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
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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
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
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
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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
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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.
&
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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
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
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
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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
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
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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?
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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
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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
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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
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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
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
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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
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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.
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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
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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; +
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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
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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
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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
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Am 2013-04-14 16:53, schrieb Rico Schüller:
> +if (iface->lpVtbl != (const IDirect3DBaseTexture8Vtbl
> *)&Direct3DTexture8_Vtbl +&& iface->lpVtbl != (const
> IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl +
> && iface->lpVtbl !=
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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
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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
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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
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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
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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
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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.
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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
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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
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.
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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
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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