[PATCH 1/5] wined3d: Vertex fog uses the absolute eye position z (v2).

Stefan Dösinger stefandoesinger at gmail.com
Fri Nov 28 05:17:30 CST 2014


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Am 2014-11-27 11:31, schrieb Henri Verbeet:
> Actually, new tests should in general go into device.c although we 
> haven't really been enforcing that, in part because we currently
> don't have the get_surface_color() / getPixelColor() helpers in
> device.c. Merging would help with duplication of helper functions,
> and also be more consistent with the ddraw, d3d10core and d2d1
> tests. D3d9 in particular is weird because it has the device/visual
> split for d3d9, but a single file for d3d9ex.
Well, there's one point of separation: device.c and d3d9ex.c test
device and resource creation, which is an area with differences
between d3d9 and d3d9ex. Visual.c tests rendering once resources are
created, and so far we haven't seen a difference here between d3d9 and
d3d9ex.

Is there some overlap between device.c and visual.c? Sure. But I don't
think that means we should put everything into one huge file.

Ddraw is somewhat different because the differences between ddraw
versions are bigger and actually affect rendering.

(Note that this isn't something I'd wager a holy war about. I just
think fairly minor overlap between device.c and visual.c leads you to
the opposite extreme of Java's tiny files.)

> Perhaps some of the mode setting tests can be merged together, 
> although obviously at the cost of increased complexity,
I'm pessimistic about that. I looked a bit into it (not much I must
admit, just a bit), and I ran into problems pretty quickly, e.g. that
the w8 ddraw driver crashes when calling GetSurfaceDesc after an
external mode change. Reactivating a device on Windows in d3d8/9 is
tricky, fvwm doesn't make this any easier on the other side, etc. I
don't think we'll be able to cut down the number of mode changes
substantially without sacrificing reliability.

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