Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
https://testbot.winehq.org/JobDetails.pl?Key=7715
Your paranoid android.
=== build (build) ===
Could not copy the patch to the VM: the "nc -q0 '10.42.42.130' '4242'" command returned 1
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
https://testbot.winehq.org/JobDetails.pl?Key=7709
Your paranoid android.
=== build (build) ===
Patch failed to apply
As suggested by Sebastian Lackner, I am submitting his much simpler version
of the fix. Only one line is touched. The patch file is attached.
The bugzilla link is http://bugs.winehq.org/show_bug.cgi?id=36504
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
https://testbot.winehq.org/JobDetails.pl?Key=7710
Your paranoid android.
=== build (build) ===
Patch failed to apply
On 23 June 2014 21:10, Andrei Slăvoiu <andrei.slavoiu(a)gmail.com> wrote:
> +static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
> +{
> + struct shader_caps shader_caps;
> + struct fragment_caps fragment_caps;
> + const struct wined3d_shader_backend_ops *shader_backend;
> + const struct fragment_pipeline *fragment_pipeline;
> +
> + shader_backend = select_shader_backend(gl_info);
> + shader_backend->shader_get_caps(…
[View More]gl_info, &shader_caps);
> +
> + if (shader_caps.vs_version >= 4)
> + return 10;
> + //wine can not use SM 4 on mesa drivers as the necessary functionality is not exposed on compatibility contexts, but still set the pci id accordingly
Please avoid C99 features like // comments.
> + if (shader_caps.vs_version == 3 && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
> + return 10;
> + if (shader_caps.vs_version >= 2)
> + return 9;
> + if (shader_caps.vs_version == 1)
> + return 8;
> +
> + fragment_pipeline = select_fragment_implementation(gl_info, shader_backend);
> + fragment_pipeline->get_caps(gl_info, &fragment_caps);
> +
> + if (fragment_caps.TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
> + return 7;
> + if (gl_info->limits.textures > 1)
> + return 6;
That's "fragment_caps.MaxSimultaneousTextures".
It probably makes sense to reorganize things a bit. For example, the
gl_info parameter to the select_card() callbacks in struct
gl_vendor_selection is really only used by select_card_nvidia_binary()
and select_card_amd_binary() to call d3d_level_from_gl_info(), but I
don't think anything of value would be lost if those used a plain
table like e.g. select_card_amd_mesa(). (At which point you wouldn't
need a callback there anymore either.) d3d_level_from_gl_info() should
probably get the shader and fragment caps passed as parameters, and be
renamed. It probably makes sense to make it return some kind of enum
instead of a plain number, so you can e.g. distinguish between D3D9
SM2 and D3D9 SM3. That would also allow the fallback card selection
code to use plain tables instead of callbacks.
[View Less]
Hello,
When you install wine in a PC with Greek language, or run a program that
requires or uses Greek fonts, the fonts could not appear correctly because
of the pre-installed tahoma font which it hasn't Greek letters for some
reason. So the user has to change the font manually to another font or to
paste a Greek tahoma font into /usr/share/fonts or /home/.fonts folder.
I was wondering if it is possible to include these tahoma fonts (that have
Greek letters) and the procedure of their …
[View More]installation in the wine
installation?
Petros
[View Less]