Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-24 Thread Henri Verbeet
On 23 November 2010 23:57, Matijn Woudt tijn...@gmail.com wrote: I have created a patch that uses a dummy window. Please let me know if this is what you had in mind. It works for the game I created the original patch for. The basic idea is similar, but it would have to be done in wined3d, and

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-24 Thread Matijn Woudt
On Wed, Nov 24, 2010 at 11:30 PM, Henri Verbeet hverb...@gmail.com wrote: On 23 November 2010 23:57, Matijn Woudt tijn...@gmail.com wrote: I have created a patch that uses a dummy window. Please let me know if this is what you had in mind. It works for the game I created the original patch

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-24 Thread Henri Verbeet
On 24 November 2010 23:34, Matijn Woudt tijn...@gmail.com wrote: That's what I had in mind first too, but I couldn't figure out how to get that handle over to device_init (in d3d9) where the window is used too. Why do you need it there?

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-24 Thread Matijn Woudt
On Wed, Nov 24, 2010 at 11:37 PM, Henri Verbeet hverb...@gmail.com wrote: On 24 November 2010 23:34, Matijn Woudt tijn...@gmail.com wrote: That's what I had in mind first too, but I couldn't figure out how to get that handle over to device_init (in d3d9) where the window is used too. Why do

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-23 Thread Matijn Woudt
On Sun, Nov 21, 2010 at 8:23 PM, Roderick Colenbrander thunderbir...@gmail.com wrote: On Sat, Nov 20, 2010 at 3:17 AM, Stefan Dösinger ste...@codeweavers.com wrote: Am Donnerstag 18 November 2010, 16:41:53 schrieb Matijn Woudt: There's only 1 difference, the first one really shows a window

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-21 Thread Roderick Colenbrander
On Sat, Nov 20, 2010 at 3:17 AM, Stefan Dösinger ste...@codeweavers.com wrote: Am Donnerstag 18 November 2010, 16:41:53 schrieb Matijn Woudt: There's only 1 difference, the first one really shows a window with all the triangle's, like it should. Second one doesn't show anything. So all the

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-20 Thread Stefan Dösinger
Am Donnerstag 18 November 2010, 16:41:53 schrieb Matijn Woudt: There's only 1 difference, the first one really shows a window with all the triangle's, like it should. Second one doesn't show anything. So all the functions don't fail, they just don't seem to do anything. I think we should set up

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-18 Thread Matijn Woudt
I got confused by the relay logs earlier (they don't include the calls to com objects), it's our implementation of IDirect3D9::CreateDevice which is calling SetPixelFormat. The application calls CreateDevice with focus_window a handle from GetDesktopWindow(); You're right that the game isn't

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-18 Thread Henri Verbeet
On 18 November 2010 15:05, Matijn Woudt tijn...@gmail.com wrote: For the implementation, we might be able to detect this inside CreateDevice, and skip the creation of a swapchain. Not sure if that's a correct fix though. Swapchain creation isn't something you want to skip. Perhaps it's

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-18 Thread Matijn Woudt
On Thu, Nov 18, 2010 at 3:35 PM, Henri Verbeet hverb...@gmail.com wrote: On 18 November 2010 15:05, Matijn Woudt tijn...@gmail.com wrote: For the implementation, we might be able to detect this inside CreateDevice, and skip the creation of a swapchain. Not sure if that's a correct fix though.

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-14 Thread Roderick Colenbrander
Hi Matijn, What 3D API is this game using? Is it using Direct3D or OpenGL? If it is Direct3D then I have the feeling the 'issue' is getting fixed in the wrong layer. Further I'm not really sure whether we want to allow pixel format 1 to be used at all. In case of Wine all pixel formats are

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-14 Thread Matijn Woudt
On Mon, Nov 15, 2010 at 12:06 AM, Roderick Colenbrander thunderbir...@gmail.com wrote: Hi Matijn, What 3D API is this game using? Is it using Direct3D or OpenGL? If it is Direct3D then I have the feeling the 'issue' is getting fixed in the wrong layer. It's using Direct3D, but I don't see

Re: [1/2] opengl32/tests: Add tests for special case of SetPixelFormat

2010-11-14 Thread Roderick Colenbrander
It has been a while since I last looked at this area. The following bug came to my mind which is the same thing http://bugs.winehq.org/show_bug.cgi?id=9786 I would start by figuring out for what purpose and for what calls the game is using GetDC(0). Turn on some d3d debug channels and try to