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Am 2014-02-12 15:05, schrieb Martin Storsjö:
I didn't really test my test properly on windows yet - how hard is it on a scale to compile and run them there?
It's not all that hard. You have 3 options: Install mingw on your linux system to cross-compile the tests with make crosstest. I've installed i686-w64-mingw32-gcc for 32 bit compiles and x86_64-pc-mingw32-gcc for 64 bit ones with Gentoo's tools. (I should probably switch the 64 bit one to mingw-w64 as well...)
The other option is to install mingw and msys on Windows and compile it there. That's a bit trickier.
The third option is to create an account at testbot.winehq.org. It'll allow you to upload patches and give you a cross-compiled .exe.
Actually, there's a fourth option: I have a hacky visual studio build system for the d3d parts of Wine. Tell me if you're interested and I'll write more instructions. You'll need msvc 2013 and it will most likely not work out of the box.
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).
Ok, I'll run your tests on my Windows boxes then. I've plenty of them for this purpose...
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.
That seems to be a common problem with YUV stretchrect. I'm using the same workaround in the YUY2 / UYVY tests.