Hello, my name is Daniel Oom and I'm a computer science and
engineering student at Chalmers in Gothenburg, Sweden. I'm in my
second year and I would love to partake in GSOC. I know C, use Linux
daily and don't like it when I have to reboot my computer to windows.
I am very interested in game development and real time rendering, and
have actually completed one simple game (written in Java/OpenGL). But
I still have so much left to learn, and I believe I can learn a lot
through working with wine …
[View More]in these areas.
My idea, or rather how I would like to improve wine, is related to
gaming. I've tried to run some games in wine and sometimes it works
very well but more often than not there's bugs. The bad performance,
misc bugs and general unresponsiveness of Steam is my greatest itch.
Though as I'm not versed in wine's code base I don't know what would
constitute as reasonable goals for GSOC. (I did do a bug report a long
time ago, but back then I did not know a lot about programming).
Would, for example: fix Steam's in-game overlay feature be a good goal?
Some advice about where to take it from here would be greatly appreciated.
// Daniel Oom
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Am Donnerstag, 8. März 2012, 18:22:15 schrieb Matteo Bruni:
> - shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n",
> i, reg_mask[1]);
> + shader_addline(buffer, "gl_FogFragCoord =
> clamp(OUT[%u].%c, 0.0, 1.0);\n", i, reg_mask[1]);
Is it correct to clamp the fog coord in the vertex shader, or should this be
done in the pixel shader? The tests do not answer this question because they
write the same fog coordinate for each vertex.
Imagine for …
[View More]example two lines. In each of those lines, one vertex has oFog =
0.0. The other vertex has oFog = 1.1 in one line, and oFog = 100 in the other.
If the value is clamped per vertex, those lines will look the same. If it's
clamped per pixel, the latter line will have much steeper gradient
Also, what happens to shaders that do not write oFog, but use oPos.z,
especially in the situations where the near and far clipping planes are
disabled?
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Alexandre: The patch is OK, this mail is just some random note on why the code
was there in the first place.
Am Donnerstag, 8. März 2012, 20:27:15 schrieb Henri Verbeet:
> I don't think there's any reason color-keying shouldn't work on e.g. cube
> textures, although it probably isn't very common either.
Fyi, I believe the original reason for this check was this line of code,
removed by commit 70ed814b95f7719d52fa5b18a375d566a185a9ec.
surf = (IWineD3DSurfaceImpl *) ((…
[View More]IWineD3DTextureImpl *)stateblock-
>textures[0])->surfaces[0];
The implication for the current code is that there should be tests for color
keying with mipmaps and cubemaps. Cubemaps are unlikely to be used with color
keying as you say, and writing tests for mipmapping is on my todo list for
proper color keying with the ffp replacement shader and blit shaders once I
have time for this.
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André Hentschel <nerv(a)dawncrow.de> writes:
> Seems Win8 (at least the costumer preview) doesn't export CoRegisterChannelHook in ole32
I don't think we should be adding test behaviors for previews. Wait
until the final version is released.
--
Alexandre Julliard
julliard(a)winehq.org
So, congrats everyone, 1.4 is out and I'm very happy about it :)
I wanted to thank Alexandre for his release announcement, it was very
through and informative. It also looked like a lot of work.
This made me wonder if we could instead build up the announcement
gradually with some sort of process. For instance, if every significant
feature added to a development release were put onto a wiki page, then
at any point in time we could point someone there to answer a general
"what does 1.5 have …
[View More]over 1.4?" question.
Come 1.6 release time, we could just copy and edit the page as the
official announcement.
Thoughts?
-Scott Ritchie
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Hi Maarten,
>From a technical point of view, two things popped out:
1) configure is autogenerated by Alexandre, so you shouldn't include it in
your patch. configure.ac is enough.
2) The patch doesn't apply with git-am. I don't know how much of an issue this
is for AJ, but I prefer git-am over git-apply and manually committing
I barely know too much about sound, so I'm leaving the rest of the tech stuff
up to Joerg and Eikum.
>From a user point of view, I have a previous version of …
[View More]that driver in my
tree, and great hopes that it fixes some issues on my gaming setup that uses
Pulseaudio(due to a multiseat configuration), e.g. bug 28856. The alsa route
may eventually fix those bugs too, but I'm hoping for that since more than a
year.
So good luck with your Pulse driver, and thanks for working on this flamewar-
infested stuff.
Cheers,
Stefan
Am Donnerstag, 8. März 2012, 01:22:58 schrieb Maarten Lankhorst:
> Signed-off-by: Maarten Lankhorst <m.b.lankhorst(a)gmail.com>
> ---
> Resending now v1.4 is released for inclusion into 1.5, no changes from v9
>
> V1: Original version
> V2:
> - Added basic session manager bullshit
> - Fixed a bunch of test failures
> - Add stubs for audio volumes, fixes to make capture work
> V3:
> - 20% cooler
> - reworked clock handling to be much more accurate
> - rewrite of all the interesting parts
> - only tested rendering, capture untested
> V4:
> - Make mixer settings global to prevent
> - Start of making capture working again
> V5:
> - Really break capture this time, TODO!!
> - Fix most rendering tests except those related volume, rendering
> should not only pass tests, but also be done in a correct way
> - Cleaned up channel mapping
> - Fix clock going 2x as fast
> V6:
> - Reliability fixes
> - Align buffer size to a multiple of period size
> - Remove session lock, I plan to use pulseaudio calls for volume, anyhow
> V7:
> - Implement shared mode capture correctly
> - All non-IAudioStreamVolume related tests should pass for capture and
> rendering
> V8:
> - Add DllMain to fix valgrind complaints
> - Add real and fake volume control
> - Passes all tests including the ones marked todo_wine
> V9:
> - Rework IAudioClient::Reset, flushing is only needed for render stream.
> - Add stream validity checks to IAudioClock as well
> - Fix copy pasted bug from winealsa in clone_format (As reported by
> KittyCat) - Validate wBitsPerSample for float format (kcat)
> - Make the pulse mapping const (kcat)
> - Change mix format to float (kcat)
> - Fix volume comments referring to alsa instead of Pulseaudio
> - Split off pulseaudio spec to waveformat to a separate function
> - Disabled audioclock interpolation for now, until I determine how to do it
> properly. - Call SetEvent in render callback as last function, since it
> gives up time slot (as reported by Joerg) - Reworked capture logic to
> always capture, since that seems to be the case on windows, when stopped we
> simply drop whole packets, but keep firing the event. - Rework the logic
> behind GetMixFormat, and make capture and rendering formats and periods
> separate again. This is needed for example if you have 5.1 playback 44100
> with 32kHz 2 channel capture (USB microphone). - Complete the
> pa_channel_position -> dwChannelMask mapping
> - Use MulDiv instead of pa_bytes_to_usec or pa_usec_to_bytes in a few
> places. - Rendering buffers no longer have to be a multiple of period size.
>
> There are 2 places that still have those calls, but in worst case it will
> make a 50 ns difference for the reported device periods, while the one in
> AudioClock::GetPosition is disabled until it's determined how to handle
> interpolation of IAudioClock::GetPosition, if that's still going to happen.
>
> I believe with this I addressed all issues and comments raised in V8,
> and looking forward to any constructive feedback and test results of V9.
> In particular, I'm interested in XAudio2 results with windows version
> set to vista or higher, so that it uses mmdevapi directly
>
> winmm and dsound should be able to work unmodified, but you may want
> to lower ds_snd_queue_max to 3 or 4 to decrease latency on dsound games.
> It seems dsound doesn't respect mmdevapi in that regard or 2 periods
> might have been possible. It would have been nice if it did. :(
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On 3/7/12 10:21 AM, Alexandre Julliard wrote:
> The Wine team is proud to announce that the stable release Wine 1.4
> is now available.
>
Let me be the first to say: Woohoo!!!!
Cheers,
Jeremy
Ooo. Thanks ! I didn't expect so much for my birthday ! :D
What a pity for Greg. I only knew he retired from supporting the bot. :(
Cheers
Christian
2012/3/7 Alexandre Julliard <julliard(a)winehq.org>
> The Wine team is proud to announce that the stable release Wine 1.4
> is now available.
>
> This release represents 20 months of development effort and over
> 16,000 individual changes. The main highlights are the new DIB
> graphics engine, a redesigned audio stack, …
[View More]and full support for
> bidirectional text and character shaping.
>
> It also contains a lot of improvements across the board, as well as
> support for many new applications, notably Microsoft Office 2010. See
> the release notes below for a summary of the major changes.
>
> This release is dedicated to the memory of Gé (Greg) van Geldorp, who
> passed away in May 2011. Greg single-handedly designed, built, and
> maintained the Wine Testbot, which has become a cornerstone of our
> development process. The high quality of this release owes a lot to
> his work. He is greatly missed by us all.
>
>
> The source is available from the following locations:
>
> http://ibiblio.org/pub/linux/system/emulators/wine/wine-1.4.tar.bz2
> http://prdownloads.sourceforge.net/wine/wine-1.4.tar.bz2
>
> Binary packages for various distributions will be available from:
>
> http://www.winehq.org/download
>
> You will find documentation on http://www.winehq.org/documentation
>
> You can also get the current source directly from the git
> repository. Check http://www.winehq.org/git for details.
>
> Wine is available thanks to the work of many people. See the file
> AUTHORS in the distribution for the complete list.
>
> ----------------------------------------------------------------
>
> What's new in Wine 1.4
> ======================
>
> *** Graphics
>
> - There is a new graphics engine for rendering into Device Independent
> Bitmaps (DIB). DIB rendering no longer requires access faults or
> round-trips to the X server, which yields large performance gains in
> DIB-intensive applications.
>
> - The DIB engine can also be used for fall-back implementations of
> some graphics primitives, like alpha blending, when the display
> driver doesn't support them directly.
>
> - All possible color formats are supported by the DIB engine, so DIB
> operations are no longer limited by the color resolution of the
> display. Rendering of the various palette formats is also improved.
>
> - Custom styles of dashed lines are supported.
>
> - Cosmetic pens using hashes or patterns are supported.
>
> - Gradients use dithering on low color resolution devices for a nicer
> appearance.
>
> - The XRender extension is used for gradients when supported.
>
> - PostScript output quality is improved, particularly for bitmaps and
> paths.
>
> - Rotated text works better for all output device types.
>
> - GdiPlus supports more image formats, including formats that are not
> supported through GDI.
>
> - More image codecs are implemented, including support for TGA and CMYK
> JPEG decoding, as well as BMP, TIFF, PNG, and ICNS encoding.
>
>
> *** Audio
>
> - The audio stack is completely redesigned, based on the Vista
> model. WinMM and DirectSound are implemented on top of the new
> MMDevAPI library.
>
> - The Alsa, OSS, and CoreAudio drivers have been rewritten to use the
> new model. They now serve as back-ends to the MMDevAPI dll, which no
> longer needs to rely on the OpenAL library.
>
> - The Jack, NAS, AudioIO, and ESD audio subsystems are no longer
> supported. Version 3 of the OSS subsystem is no longer supported
> either, version 4 is required.
>
> - The Audio tab in the Wine Configuration tool has been redesigned for
> the new audio subsystem. The appropriate driver is automatically
> selected and no longer needs to be configured manually.
>
>
> *** Input devices
>
> - The XInput 2 extension is used to provide better mouse control in
> games and other full-screen applications.
>
> - The mouse is automatically clipped to prevent it from leaving a
> full-screen window when running in desktop mode. Switching to a
> different application with Alt-Tab releases the mouse. Clipping can
> be disabled through the Wine Configuration tool.
>
> - Animated mouse cursors are fully supported.
>
> - Joystick action mapping is supported, including a configuration dialog.
>
>
> *** Internationalization
>
> - Bidirectional text rendering is fully supported.
>
> - Font shaping and reordering is supported for all the scripts
> specified in the Unicode standard.
>
> - Bidirectional text editing is supported in the standard edit
> control.
>
> - Vertical fonts (e.g. for Japanese) are supported.
>
> - Mirroring of windows, menus, and window controls for right-to-left
> languages is fully supported.
>
> - All resources (strings, menus, dialogs, accelerators) contained in
> Wine can be translated through standard gettext-style po files.
>
> - The Unicode character data tables have been updated to version 6.0
> of the Unicode standard.
>
> - Wine is translated to French, German, Spanish, Italian, Dutch,
> Swedish, Finnish, Portuguese, Catalan, Hungarian, Polish, Russian,
> Slovenian, Lithuanian, Japanese, and Korean. It has partial
> translations for another fifteen languages.
>
>
> *** User interface
>
> - The new Vista style of file dialogs is supported.
>
> - Common controls are improved, particularly the calendar, tree view,
> system link, and image list controls.
>
> - Parts of the Game Explorer API are implemented.
>
> - Wine can take advantage of the GStreamer framework for audio and
> video playback. This makes it possible to support all formats that
> have a GStreamer codec. On Mac OS X, the QuickTime framework is used
> for the same purpose.
>
>
> *** Desktop integration
>
> - System tray notification balloons are implemented.
>
> - The system tray is displayed as a task bar at the bottom of the
> screen in desktop mode.
>
> - The system tray is automatically registered again when the Unix tray
> manager is restarted.
>
> - The standard mouse cursors are remapped to the cursor theme of the
> Unix desktop.
>
> - Drag & drop of OLE objects across applications is supported.
>
> - Icons for menu entries are exported in multiple sizes and in PNG
> format.
>
> - Icons are displayed for the Unix desktop "Open with..." menu
> entries.
>
>
> *** Internet and networking
>
> - The built-in Internet Explorer has a user interface, including a
> menu, an address bar, a tool bar, and configuration dialogs.
>
> - There is an "Internet Settings" control panel that allows
> configuring various aspects of web browsing, as well as managing
> security certificates.
>
> - The VBScript language is fully supported.
>
> - The built-in (Gecko-based) web browser engine supports ActiveX.
>
> - The Gecko engine has been updated to the version from Firefox 8.
>
> - The Gecko engine is packaged as an MSI file, and its installation
> can be managed from the "Add/Remove Programs" control panel.
>
> - The Gecko engine is available on 64-bit.
>
> - Persistent HTTP connections are supported.
>
> - HTTP proxies are better supported, including PAC scripts.
>
> - Changing network passwords is supported.
>
> - The HTML Help support is improved, including a nicer user interface
> and better navigation support.
>
> - Asynchronous I/O on network socket is improved, particularly
> asynchronous accepts. This helps with various networked games.
>
>
> *** Direct3D
>
> - Reloading sRGB textures uses either EXT_texture_sRGB_decode or FBO
> blits when available. This is much faster. This affects Source
> Engine games and Unreal Engine 3 games in particular.
>
> - WineD3D supports multisample anti-aliasing.
>
> - D3D8 and D3D9 properly support v-sync / swap intervals.
>
> - The WineD3D blitter code is improved both for correctness and
> performance.
>
> - The WineD3D graphics card database has been updated to recognize new
> graphics cards and Mesa drivers.
>
> - WineD3D no longer uses COM for its implementation. This makes it
> much nicer to work with.
>
> - The context management code is improved. The window being destroyed
> while the WineD3D device is still active in particular is handled
> much better.
>
> - There have been some performance improvements related to WineD3D
> state management and resource updates.
>
> - Focus and device window handling work better for D3D8 and D3D9. This
> mostly affects things like changing graphics settings, switching
> from full-screen to windowed and back, etc.
>
> - NVDB is supported on cards that support GL_EXT_depth_bounds_test.
>
> - The INTZ and NULL formats are supported.
>
> - Depth surface blits are implemented in WineD3D.
>
> - Depth bias handling is improved. This fixes flickering shadows and
> decals in a couple of games, like Mass Effect 2 and Unreal
> Tournament 2004.
>
> - GL_ARB_draw_elements_base_vertex is supported. This allows draws to
> be more efficient in some cases.
>
> - GL_ARB_map_buffer_alignment is supported. This allows for more
> efficient mapping of textures and buffers in some cases.
>
> - Handling projected textures works better in early shader model
> versions.
>
> - Shaders are strictly checked against the hardware capabilities. This
> means we won't try to create e.g. a shader model 3 shader on shader
> model 2 hardware.
>
> - D3D9EX texture creation from system memory is supported. This
> affects some Source Engine games like Team Fortress 2.
>
> - The D3DX9 shader assembler is mostly finished. It is now part of the
> new d3dcompiler dll.
>
> - Various parts of D3DX9 are more complete, including:
> - The surface / texture loading functions.
> - The mesh creation and manipulation functions.
> - The vertex declaration handling functions.
> - The effects framework, binary effect parsing in particular.
>
>
> *** DirectDraw
>
> - OpenGL is used by default for DirectDraw as well, just like D3D8 and
> D3D9. For most applications this is an improvement, but nevertheless
> the old GDI renderer may still work better for specific applications
> or if the graphics driver's OpenGL implementation is inadequate.
>
> - Flips are properly supported. The back buffer now contains the front
> buffer contents after a flip instead of being undefined.
>
> - Improved support for viewports in early versions of DirectDraw that
> include an extra clipspace transformation. This affects the original
> Half-Life.
>
> - Fixes for cooperative levels and associated window handling and mode
> changes.
>
> - DirectDraw clippers are supported.
>
>
> *** Kernel
>
> - DOSBox is used to run DOS applications on platforms that don't
> support vm86 mode.
>
> - The Windows console is emulated as best as possible on Unix
> terminals without requiring switching into curses mode.
>
> - Volume label and serial number can be retrieved from UDF filesystems
> (used on DVDs).
>
> - Side-by-side manifests are installed for a number of built-in
> libraries to make them more compatible with applications using
> manifest resources.
>
> - The Wine preloader is also used on 64-bit for a more compatible
> address space layout.
>
>
> *** Installer support
>
> - Applying installer patches is supported. This is needed for various
> Service Pack installers, particularly for the .NET ones.
>
> - Installing side-by-side assemblies is supported.
>
> - Rollbacks of failed installs is supported.
>
> - Installing services is better supported.
>
> - MSI installers can be created entirely under Wine, using the
> 'cabarc' and 'winemsibuilder' tools.
>
>
> *** Build environment
>
> - The IDL compiler (widl) can generate format strings for both
> old-style and new-style COM interpreted stubs.
>
> - Registrations for dlls and typelibs are based on scripts generated
> at compile time, for faster Wine prefix creation and updates.
>
> - The Resource Compiler (wrc) and Message Compiler (wmc) can generate
> translated resources from po files, as well as create po files from
> existing translated resources.
>
> - Fake PE dlls are generated and installed for all built-in dlls,
> since many applications expect to find the PE dlls on disk.
>
> - The ARM platform is supported by the Wine tool chain.
>
> - The windows.h header can now be used in Wine code, the compile time
> gains are no longer worth the header incompatibilities.
>
> - Some headers have been modified to make them easier to share with
> the Mingw-w64 project.
>
>
> *** Platform-specific changes
>
> - Wine compiles on ARM platforms.
>
> - On Mac OS X, the secure channel implementation uses the Security
> framework instead of the GnuTLS library.
>
> - On Linux, dynamic device management can use the new UDisks service
> in addition to HAL.
>
> - Stubless OLE proxies are supported also on 64-bit platforms.
>
>
> *** Built-in applications
>
> - The new 'cabarc' program allows manipulation of cabinet files,
> including creation of new cabinets.
>
> - The new 'wscript' program implements the Windows Script Host, to run
> VBScript and JavaScript scripts.
>
> - The new 'taskkill' program allows killing Windows processes by name
> or process id.
>
> - The new 'ipconfig' program displays the IP configuration seen by
> Windows programs.
>
> - The new 'hostname' program displays the hostname seen by Windows
> programs.
>
> - The 'explorer' program implements a shell namespace explorer instead
> of launching the file manager.
>
> - The 'view' program can display enhanced metafiles.
>
> - The 'dxdiag' tool outputs real information about the system.
>
> - The new 'winemsibuilder' tool allows creating MSI installers; it is
> used to build the Gecko add-on package.
>
> - Almost all built-in applications are fully Unicode.
>
> - All applications installed to /usr/bin have a manual page.
>
>
> *** Quality assurance & debugging
>
> - The test suite no longer attempts to support Win9x platforms, this
> was too much effort for little benefit.
>
> - The Wine debugger offers to save crash information to a file, to
> make it easier to provide good information in bug reports.
>
> - Parsing of debugging information from various object file formats is
> improved, which should yield better quality crash information,
> particularly for 64-bit.
>
>
> *** Miscellaneous
>
> - XML support is improved, including support for schemas, namespaces,
> MSXML version 6, and an XML file writer. This is particularly useful
> for the new Microsoft Office XML-based document formats.
>
> - The new "secure" versions of the C runtime functions are almost all
> implemented.
>
> - There is an initial implementation of the Microsoft C++ standard
> class libraries, including string, locale, and stream classes.
>
> - Creation of compressed cabinet files is supported.
>
> - There is an implementation of the OpenCL library, as a wrapper
> around the equivalent Unix library.
>
> - Print jobs are submitted to CUPS directly instead of requiring the
> 'lpr' command-line tool.
>
> - There is support for managing multiple .NET runtime versions and
> their corresponding Mono versions.
>
>
> *** New external dependencies
>
> - The XInput 2 library is used for mouse control in games.
>
> - The libopencl library is used by the OpenCL wrapper dll.
>
> - The libgettextpo library is optionally used at build time to update
> po files from the rc sources.
>
> - The msgfmt tool (from the gettext library) is used at build time to
> compile po files.
>
> - The zlib library is used to implement cabinet file compression.
>
> - The libfreetype library needs to be at least version 2.2, older
> versions are no longer supported.
>
> - The libdbus library is used for the UDisks device support on Linux.
>
> - The smbpasswd tool (part of Samba) is used for changing network
> passwords.
>
> - DOSBox is used to run DOS applications. It is recommended to use the
> latest SVN version of DOSBox since it contains some Wine-specific
> improvements.
>
>
> *** Useful configuration options
>
> Note: More details abouts these and other configuration options can be
> found at http://wiki.winehq.org/UsefulRegistryKeys
>
> - The correct audio driver is detected automatically, but can still be
> overridden through the HKCU\Software\Wine\Drivers\Audio key like in
> previous versions. It is recommended to delete this key entirely to
> enable the auto-detection.
>
> - Multisample anti-aliasing can be disabled by setting "Multisampling"
> to "disabled" under HKCU\Software\Wine\Direct3D.
>
> - Setting "AlwaysOffscreen" to "enabled" under
> HKCU\Software\Wine\Direct3D simplifies sharing depth / stencil
> surfaces between on-screen and off-screen render targets in
> WineD3D. This will likely become the default for the next release.
>
> - The DirectDraw renderer can be switched back to the old GDI mode by
> setting "DirectDrawRenderer" to "gdi" under HKCU\Software\Wine\Direct3D.
>
>
> *** Known issues
>
> - Support for PulseAudio is improved, but very recent versions of
> PulseAudio (>= 1.0) and alsa-plugins (>= 1.0.25) are required for
> good results, since older versions contain various bugs.
> See http://wiki.winehq.org/Sound for details.
>
> --
> Alexandre Julliard
> julliard(a)winehq.org
>
>
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