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On 05/26/2011 10:33 AM, Michael Mc Donnell wrote:
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cite="mid:BANLkTi=ue_yFao+WnR4UqH0rDenLiUhp8Q@mail.gmail.com"
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I've added some more tests to see if I could make it fail. Microsoft's
UpdateSemantics is not very picky. I can't get it to return anything
but D3D_OK except for when I pass a null pointer. My implementation
follows this behavior except for two cases: it returns E_FAIL when
passing an undefined type and when the offset is not 4 byte aligned.
This is because the values are checked inside vertexdeclaration_init.
So Wine is stricter. I don't think that it is necessarily a problem
because applications that pass bogus declarations like those will
likely not work anyway. My own tests with a small interactive demo
show that in those cases the application will crash with an access
violation when it tries to re-draw the scene.
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I don't know whether it applies here, but if I understand correctly,<br>
�there have been cases before that Wine must not be stricter than
Windows.<br>
Tthe reason is that a program may 'depend' on a function crashing
(it having an exception caught in that case). <br>
In such a situation, Wine's version of the function not crashing
would cause a code path being executed<br>
�that normally never is (causing incorrect behavior even)<br>
<br>
Again I don't know whether it is relevant in this cause.<br>
<br>
HTH,<br>
Joris<br>
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