Re: DDraw, wined3d (d3d8, d3d9) and OpenGL32 in Mac OSX + stack fudging -- x86 only

2006-05-01 Thread Mike Hearn
On Mon, 01 May 2006 01:59:54 +0200, Willie Sippel wrote: If Jesse Allen (or someone else) creates a DIB engine for this years SoC, shouldn't that make x11drv-replacements like a quartzdrv much easier to create? I don't see how, you still want to send drawing commands to the OS so it can be

Re: DDraw, wined3d (d3d8, d3d9) and OpenGL32 in Mac OSX + stack fudging -- x86 only

2006-04-30 Thread Roderick Colenbrander
What sort of changes have you guys made to the direct3d code? Some time ago there was a discussion about moving wined3d over to WGL (opengl32.dll). It sounded that the changes you made are basicly some hacks. It might be better to do a wined3d - wgl move soon. We could replace all glX calls

Re: DDraw, wined3d (d3d8, d3d9) and OpenGL32 in Mac OSX + stack fudging -- x86 only

2006-04-30 Thread Mike Hearn
On Sat, 29 Apr 2006 14:46:33 -0700, Nick Burns wrote: OpenGL dynamic loading -- Mac OSX does not need to dlsym every ogl entry point -- it handles that for you... Hmm, well so do Windows and Linux ;) I think it's done that way because some of the GL functions are introduced in later

RE: DDraw, wined3d (d3d8, d3d9) and OpenGL32 in Mac OSX + stack fudging -- x86 only

2006-04-30 Thread Nick Burns
Here is the patch thus far -- It is not clean or anything... (cvs -q diff - straight from my tree) --I think this patch will work and allow you to run specific ogl and d3d apps (with enough stack fudging see below) --Here is an example of the stack fudging --Since this is too hard to add to

Re: DDraw, wined3d (d3d8, d3d9) and OpenGL32 in Mac OSX + stack fudging -- x86 only

2006-04-30 Thread Chris Niederauer
I didn't work on this patch, but I can add some answers to Mike's questions... On Sun, 30 Apr 2006 05:32:49 -0700, Mike Hearn wrote: On Sat, 29 Apr 2006 14:46:33 -0700, Nick Burns wrote: OpenGL dynamic loading -- Mac OSX does not need to dlsym every ogl entry point -- it handles

Re: DDraw, wined3d (d3d8, d3d9) and OpenGL32 in Mac OSX + stack fudging -- x86 only

2006-04-30 Thread Mike Hearn
On 4/30/06, Chris Niederauer [EMAIL PROTECTED] wrote: We can at least avoid any direct dlsym references on the Mac and simply use the glXGetProcAddress procedure. Also, for anything that is added to the OpenGL stack post 10.4.4 or whatever the first intel version of OS X was, it could avoid a

Re: DDraw, wined3d (d3d8, d3d9) and OpenGL32 in Mac OSX + stack fudging -- x86 only

2006-04-30 Thread Chris Niederauer
This is not a requirement by the processor, per se, but by the OS X ABI. I see. What a peculiar ABI. Well you can't possibly fix it the way you currently do, just force an aligned mmap for the stack when it's first allocated. The stack is allocated at least 16 byte aligned up front. The

Re: DDraw, wined3d (d3d8, d3d9) and OpenGL32 in Mac OSX + stack fudging -- x86 only

2006-04-30 Thread Mike Hearn
On 4/30/06, Chris Niederauer [EMAIL PROTECTED] wrote: The stack is allocated at least 16 byte aligned up front. The issue comes later when a function call occurs to OS X ABI from Windows ABI and the stack offset may not be 16 byte aligned. OK. You could fix this in winebuild as well. This

Re: DDraw, wined3d (d3d8, d3d9) and OpenGL32 in Mac OSX + stack fudging -- x86 only

2006-04-30 Thread Willie Sippel
Am Montag, 1. Mai 2006 01:10 schrieb Mike Hearn: On 4/30/06, Chris Niederauer [EMAIL PROTECTED] wrote: The stack is allocated at least 16 byte aligned up front. The issue comes later when a function call occurs to OS X ABI from Windows ABI and the stack offset may not be 16 byte aligned.