As requested I separated the engine in small patches, trying to keep
original authors when possible.
As the post didn't appear here (problem with zipped files, maybe ?),
I've put it on bug 421 page.
I whish to know if it can be ok for including on wine tree.
Ciao
Max
Alistair Leslie-Hughes wrote:
> Hi,
>
> Changelog:
> mshtml: Add support for IHTMLStyle4 interface
>
---
dlls/mshtml/Makefile.in | 1 +
dlls/mshtml/htmlstyle.c | 4 ++
dlls/mshtml/htmlstyle.h | 3 +
dlls/mshtml/htmlstyle4.c | 135 ++++++++++++++++++++++++++++++++++++++++++++++
dlls/mshtml/tests/dom.c | 7 +++
5 files changed, 150 insertions(+), 0 deletions(-)
create mode 100644 dlls/mshtml/htmlstyle4.c
This interface has very few methods so it doesn't make sense to add new
file for it.
Jacek
2009/1/24 Jérôme Gardou <jerome.gardou(a)gmail.com>:
> Ben Klein a écrit :
>>
>> 2009/1/24 Jerome Leclanche <adys.wh(a)gmail.com>:
>>
>>> (Damnit, gmail interface)
>>> Pipermail shows as empty, here.
>>>
>>> On Fri, Jan 23, 2009 at 10:05 PM, Jérôme Gardou <jerome.gardou(a)gmail.com>
>>> wrote:
>>>
>>>> http://www.winehq.org/pipermail/wine-patches/2009-January/067564.html
>>>> Any comment on this one? Related to bug 15616.
>>
>> Looks like
>> http://www.winehq.org/pipermail/wine-patches/2009-January/067564.html
>> has a brief description that says "See bug 15616", but the previous
>> mail http://www.winehq.org/pipermail/wine-patches/2009-January/067565.html
>> has the actual patch.
>>
>> Jérôme, be more careful when submitting patches! :)
>
> strange... the first one is the original message, the second one looks like
> the attachment... Maybe something wrong with thunderbird. I'll resend if
> needed.
>
I just looked at bug 15616. Maybe you should look at it too.
Also, please hit "Reply to all" so your message gets sent to the
mailing list too :)
> Hi,
>
> the declaration of IntersectionTri is
> BOOL IntersectionTri(.....) in d3dx8mesh.h and
> BOOL WINAPI? IntersectionTri(.....) in d3dx9mesh.h .
>
> Is the latter one compatible with the former one (so I can forward d3dx9 function to the d3dx8 one)
> or must I implement them separately?
>
> David
It's already forwarded in d3dx9_36.spec to d3dx8, so you don't need to implement it twice.
I was pretty careful when creating that specfile, i.e. it's in 99% safe to trust it ;)
As a rule of thumb, every d3dx9 function which has no device (or any other D3D9 specific interface) parameter
and has the exact same parameter list can safely be forwarded to d3dx8.
However, are you sure it's only BOOL in d3dx8? AFAIK, dll functions always have to be WINAPI,
as the calling convention gets screwed up otherwise...
Best regards, Tony
Quite oddly enough, wined3d and winex11 don't communicate with each
other at all (well, wined3d uses WGL in gdi32, and gdi32 is based on
winex11), and this leads to problems which are tricky to resolve... For
instance, when a d3d application wants to disable screensavers, there is
no way to do this through the windows api, but xlib provides
XSetScreenSaver which is axactly what we need there.
Would it be a good way to do this, as in user32 and gdi32, to create a
driver structure holding each function pointer we would need, and
forward them to stub if unavailable?
I tried to play Supreme Commander using pbuffer option instead of fbo. I
was quite happy with it, since I gained quite a bunch of performance (I
mean, something I really COULD see), but after a while, the performance
dropped dramatically, to ~4-5 fps.
I tested quite a few thing, and I finally found that pixel bufers were
not taken in account when calculating available texture memory. The game
then allocated more textures, and good opengl didn't dare complain when
putting them in system memory.
Attached is a patch which should solve the problem.
For those who are curious, try setting VideoMemorySize to 200 instead of
256. It works just like a charm.
>From 8e7b7e517b15e2ddb2cdd1526dfab3dfbf856bd5 Mon Sep 17 00:00:00 2001
From: =?utf-8?q?J=C3=A9r=C3=B4me=20Gardou?= <jerome.gardou(a)laposte.net>
Date: Sun, 25 Jan 2009 02:34:03 +0100
Subject: [PATCH] wined3d: take pixel buffers in account when calculating texture ram.
---
dlls/wined3d/context.c | 4 ++++
1 files changed, 4 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index da3053a..9fad82d 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -898,6 +898,9 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
}
This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
+ if(create_pbuffer)
+ WineD3DAdapterChangeGLRam(This, ((IWineD3DSurfaceImpl*)(ret->surface))->currentDesc.Width * ((IWineD3DSurfaceImpl*)(ret->surface))->currentDesc.Height * ((IWineD3DSurfaceImpl*)(ret->surface))->bytesPerPixel) ;
+
return ret;
out:
@@ -988,6 +991,7 @@ void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
if(context->isPBuffer) {
GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
+ WineD3DAdapterChangeGLRam(This,(-1) * ((IWineD3DSurfaceImpl*)(context->surface))->currentDesc.Width * ((IWineD3DSurfaceImpl*)(context->surface))->currentDesc.Height * ((IWineD3DSurfaceImpl*)(context->surface))->bytesPerPixel) ;
} else ReleaseDC(context->win_handle, context->hdc);
pwglDeleteContext(context->glCtx);
--
1.6.0.6