ChangeSet ID: 28310
CVSROOT: /opt/cvs-commit
Module name: lostwages
Changes by: jnewman(a)winehq.org 2006/09/27 09:49:04
Modified files:
templates/en : sending_patches.template
Log message:
Mike McCormack <mike(a)codeweavers.com>
Add hints on what to do if a patch is not applied
Patch: http://cvs.winehq.org/patch.py?id=28310
Old revision New revision Changes Path
1.16 1.17 +22 -6 lostwages/templates/en/sending_patches.template
Index: lostwages/templates/en/sending_patches.template
diff -u -p lostwages/templates/en/sending_patches.template:1.16 lostwages/templates/en/sending_patches.template:1.17
--- lostwages/templates/en/sending_patches.template:1.16 27 Sep 2006 14:49: 4 -0000
+++ lostwages/templates/en/sending_patches.template 27 Sep 2006 14:49: 4 -0000
@@ -38,12 +38,28 @@ to make sure it's not spam before they c
</ul>
<p>Accepted patches will appear in the <a href="{$root}/site/forums">wine-cvs</a> mailing list.
-If your patch is not applied, review it carefully and check it against the above points.</p>
-<p>Rejected patches might receive a note in the <a href="{$root}/site/forums">wine-devel</a>
-mailing list, however they also may be silently dropped. If you receive no
-response to your patch don't give up! Try checking it against the above
-points, asking for guidance on wine-devel if you find no obvious issue, and
-resubmitting it.</p>
+
+<p>Patches with obvious problems may receive a response on wine-devel.
+
+<p>Some patches may not receive any response. In this case, your patch
+ maybe considered <i>Not Obviously Correct</i>, and you can:
+
+<ul>
+ <li> Check the patch over yourself, and think about what can be done to
+ clarify the patch (hints in the list above).
+
+ <li> Write a mail to wine-devel, explain your patch and request it be
+ reviewed by anybody that cares to review it.
+
+ <li> Unless one already exists, open a bug in bugzilla describing the
+ problem you are trying to solve (eg. ./configure fails on Solaris,
+ etc) and attach your patch.
+
+ <li> Ask for advice about your patch on #winehackers.
+</ul>
+
+<p> You may find it difficult to solicit feedback,
+ so think carefully about the comments you receive.
<hr>
Module: wine
Branch: master
Commit: 5abdd7a19f8e977db2a8c4cbb739837b98635f8a
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=5abdd7a19f8e977db2a8c4c…
Author: H. Verbeet <hverbeet(a)gmail.com>
Date: Tue Sep 26 20:31:58 2006 +0200
wined3d: Comparing BOOLs against FALSE is redundant.
---
dlls/wined3d/cubetexture.c | 2 +-
dlls/wined3d/device.c | 22 +++++++++++-----------
dlls/wined3d/directx.c | 4 ++--
dlls/wined3d/drawprim.c | 4 ++--
dlls/wined3d/texture.c | 2 +-
dlls/wined3d/utils.c | 2 +-
dlls/wined3d/volume.c | 2 +-
dlls/wined3d/volumetexture.c | 2 +-
8 files changed, 20 insertions(+), 20 deletions(-)
diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c
index 8146a72..7af48ba 100644
--- a/dlls/wined3d/cubetexture.c
+++ b/dlls/wined3d/cubetexture.c
@@ -143,7 +143,7 @@ static void WINAPI IWineD3DCubeTextureIm
ENTER_GL();
/* If were dirty then reload the surfaces */
- if (This->baseTexture.dirty != FALSE) {
+ if (This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = D3DCUBEMAP_FACE_POSITIVE_X; j <= D3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
if(setGlTextureDesc)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 736399f..9ac13aa 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -500,7 +500,7 @@ #undef APPLY_STATE
/* TODO: NV_POINT_SPRITE */
if (GL_SUPPORT(ARB_POINT_SPRITE)) {
- if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE] != FALSE) {
+ if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
/* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
glDisable(GL_POINT_SMOOTH);
@@ -1059,13 +1059,13 @@ static HRESULT WINAPI IWineD3DDeviceImp
* ****************************************/
switch(Pool) {
case WINED3DPOOL_SCRATCH:
- if(Lockable == FALSE)
+ if(!Lockable)
FIXME("Create suface called with a pool of SCRATCH and a Lockable of FALSE \
which are mutually exclusive, setting lockable to true\n");
Lockable = TRUE;
break;
case WINED3DPOOL_SYSTEMMEM:
- if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
+ if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
case WINED3DPOOL_MANAGED:
if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
@@ -2859,7 +2859,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl
}
/* OK, we now have a light... */
- if (Enable == FALSE) {
+ if (!Enable) {
/* If we are disabling it, check it was enabled, and
still only do something if it has assigned a glIndex (which it should have!) */
@@ -2901,7 +2901,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl
while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
/* Try to remember which index can be replaced if necessary */
- if (bsf==NULL && pos->lightEnabled == FALSE) {
+ if (bsf==NULL && !pos->lightEnabled) {
/* Found a light we can replace, save as best replacement */
bsf = pos;
}
@@ -5224,7 +5224,7 @@ process_vertices_strided(IWineD3DDeviceI
*
*/
- if( doClip == FALSE ||
+ if( !doClip ||
( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
(x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
( rhw > eps ) ) ) {
@@ -5326,7 +5326,7 @@ process_vertices_strided(IWineD3DDeviceI
if(!color_d) {
static BOOL warned = FALSE;
- if(warned == FALSE) {
+ if(!warned) {
ERR("No diffuse color in source, but destination has one\n");
warned = TRUE;
}
@@ -5357,7 +5357,7 @@ process_vertices_strided(IWineD3DDeviceI
if(!color_s) {
static BOOL warned = FALSE;
- if(warned == FALSE) {
+ if(!warned) {
ERR("No specular color in source, but destination has one\n");
warned = TRUE;
}
@@ -7149,7 +7149,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl
} else {
/* Otherwise, set the render target up */
- if (FALSE == This->sceneEnded) {
+ if (!This->sceneEnded) {
IWineD3DDevice_EndScene(iface);
}
TRACE("clearing renderer\n");
@@ -7252,7 +7252,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl
ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
the pSurface can be set to 0 allowing it to be reused from cache **/
if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
- && (pbuffer_per_surface == FALSE || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
+ && (!pbuffer_per_surface || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
*context = &This->contextCache[i];
break;
}
@@ -7762,7 +7762,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl
static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/** FIXME: always true at the moment **/
- if(bEnableDialogs == FALSE) {
+ if(!bEnableDialogs) {
FIXME("(%p) Dialogs cannot be disabled yet\n", This);
}
return WINED3D_OK;
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index af27994..fdde6ea 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1272,7 +1272,7 @@ static HRESULT WINAPI IWineD3DImpl_GetAd
/* FillGLCaps updates gl_info, but we only want to store and
reuse the values once we have a context which is valid. Values from
a temporary context may differ from the final ones */
- if (isGLInfoValid == FALSE) {
+ if (!isGLInfoValid) {
WineD3D_Context *fake_ctx = NULL;
if (glXGetCurrentContext() == NULL) fake_ctx = WineD3D_CreateFakeGLContext();
/* If we don't know the device settings, go query them now */
@@ -1816,7 +1816,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDe
/* FIXME: both the gl_info and the shader_mode should be made per adapter */
/* If we don't know the device settings, go query them now */
- if (This->isGLInfoValid == FALSE) {
+ if (!This->isGLInfoValid) {
/* use the desktop window to fill gl caps */
BOOL rc = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index ff465a8..c9b14a0 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -109,8 +109,8 @@ static void init_materials(IWineD3DDevic
This->tracking_color = IS_TRACKING;
requires_material_reset = TRUE; /* Restore material settings as will be used */
- } else if ((This->tracking_color == IS_TRACKING && isDiffuseSupplied == FALSE) ||
- (This->tracking_color == NEEDS_TRACKING && isDiffuseSupplied == FALSE)) {
+ } else if ((This->tracking_color == IS_TRACKING && !isDiffuseSupplied) ||
+ (This->tracking_color == NEEDS_TRACKING && !isDiffuseSupplied)) {
/* If we are tracking the current color but one isn't supplied, don't! */
glDisable(GL_COLOR_MATERIAL);
checkGLcall("glDisable GL_COLOR_MATERIAL");
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 2e1e65d..190d7ed 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -124,7 +124,7 @@ static void WINAPI IWineD3DTextureImpl_P
IWineD3DTexture_BindTexture(iface);
ENTER_GL();
/* If were dirty then reload the surfaces */
- if(This->baseTexture.dirty != FALSE) {
+ if(This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
if(setGlTextureDesc)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 2d072fa..138de01 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -1663,7 +1663,7 @@ #define GLINFO_LOCATION ((IWineD3DImpl *
/*FIXME("Stage %d matrix is (%.2f,%.2f),(%.2f,%.2f)\n", Stage, m[0][0], m[0][1], m[1][0], m[1][0]);*/
- if (FALSE == This->texture_shader_active) {
+ if (!This->texture_shader_active) {
This->texture_shader_active = TRUE;
glEnable(GL_TEXTURE_SHADER_NV);
}
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index 5a10b13..7eb9694 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -223,7 +223,7 @@ static HRESULT WINAPI IWineD3DVolumeImpl
static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
- if (FALSE == This->locked) {
+ if (!This->locked) {
ERR("trying to lock unlocked volume@%p\n", This);
return WINED3DERR_INVALIDCALL;
}
diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c
index f754f00..b88ab09 100644
--- a/dlls/wined3d/volumetexture.c
+++ b/dlls/wined3d/volumetexture.c
@@ -120,7 +120,7 @@ static void WINAPI IWineD3DVolumeTexture
ENTER_GL();
/* If were dirty then reload the volumes */
- if(This->baseTexture.dirty != FALSE) {
+ if(This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
IWineD3DVolume_LoadTexture(This->volumes[i], i);
}
Module: wine
Branch: master
Commit: 1d839e42e9d8a4bb5dd784f30c9dc0dd53a41418
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=1d839e42e9d8a4bb5dd784f…
Author: H. Verbeet <hverbeet(a)gmail.com>
Date: Tue Sep 26 20:31:52 2006 +0200
wined3d: Add a comment to clarify the point of max_sampler_stages.
---
dlls/wined3d/directx.c | 3 +++
1 files changed, 3 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 68914d6..af27994 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -766,6 +766,9 @@ #undef USE_GL_FUNC
}
checkGLcall("extension detection\n");
+ /* In some cases the number of texture stages can be larger than the number
+ * of samplers. The GF4 for example can use only 2 samplers (no fragment
+ * shaders), but 8 texture stages (register combiners). */
gl_info->max_sampler_stages = max(gl_info->max_samplers, gl_info->max_texture_stages);
/* We can only use NP2_NATIVE when the hardware supports it. */
Module: wine
Branch: master
Commit: 5bc0e91ddfb5261ab588ef9df7bd72e90750a692
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=5bc0e91ddfb5261ab588ef9…
Author: H. Verbeet <hverbeet(a)gmail.com>
Date: Tue Sep 26 20:31:36 2006 +0200
wined3d: Don't overwrite the position y offset in ARB vertex programs.
---
dlls/wined3d/vertexshader.c | 9 +++++----
1 files changed, 5 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 2d7ab58..19eb21c 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -786,19 +786,20 @@ #endif
if (reg_maps->fog)
shader_addline(&buffer, "MAX result.fogcoord, TMP_FOG, 0.0;\n");
- shader_addline(&buffer, "MOV result.position, TMP_OUT;\n");
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. The offsets are stored in the 2nd row of the projection matrix,
* the x offset in z and the y offset in w. Add them to the resulting position
*/
- shader_addline(&buffer, "ADD result.position.x, TMP_OUT.x, posFixup.z;\n");
- shader_addline(&buffer, "ADD result.position.y, TMP_OUT.y, posFixup.w;\n");
+ shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;\n");
+ shader_addline(&buffer, "ADD TMP_OUT.y, TMP_OUT.y, posFixup.w;\n");
/* Account for any inverted textures (render to texture case) by reversing the y coordinate
* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
*/
- shader_addline(&buffer, "MUL result.position.y, TMP_OUT.y, posFixup.y;\n");
+ shader_addline(&buffer, "MUL TMP_OUT.y, TMP_OUT.y, posFixup.y;\n");
+
+ shader_addline(&buffer, "MOV result.position, TMP_OUT;\n");
shader_addline(&buffer, "END\n\0");