On Wed, 12 Feb 2014, Stefan Dösinger wrote:
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Am 2014-02-11 14:23, schrieb Martin Storsjö:
Yes - now I extended the test to use a non-power-of-two texture size, and if I hack out the ARB_TEXTURE_NON_POWER_OF_TWO support (in wined3d/directx.c) the tests fail and crash.
Alright, I guess I should have a look at it.
On which Windows systems(Windows version, GPU) did you test your test? I know that there are plenty of differences in YUV handling, so I'd like to run the tests on some of my Windows installations too.
I didn't really test my test properly on windows yet - how hard is it on a scale to compile and run them there? I only tested it briefly (by ripping out the relevant parts from visual.c and compiling that as a standalone C file without the wine test framework) on windows so far, on a VMware VM with XP, and the direct3d driver there doesn't support either NV12, YV12 nor I420, only UYVY/YUY2 (this is actually my original reason for trying anything of this in wine). The D3D rendering did seem to filter the texture when stretching though, but I chose sampling points within it that should resolve to the right color despite that.
So unfortunately I'm not sure how much more I can test it on actual windows...
Anyway, I'll resend my patchset with the last fixes from yesterday.
// Martin