Hola, While everyone is looking at the new directx stuff can someone check and see if there is a easy way to fix this?
dsurface/dib.o(.text+0x38a):dib.c: undefined reference to `DIB_CreateDIBSection' D:\mingw\bin\dllwrap.exe: D:\mingw\bin\gcc exited with status 1 make: *** [ddraw.dll] Error 1
From the changelog on 2000-04-29 Ove implemented this
in graphics/x11drv/dib.c, include/bitmap.h, include/gdi.h, include/x11drv.h, objects/dib.c. I havent had time to look at the new DIB engine patches from transgamming to see if they could fix this, so if they do then please send this email to /dev/null.
Thanks Steven
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On Wed, 12 Jun 2002, Steven Edwards wrote:
Hola, While everyone is looking at the new directx stuff can someone check and see if there is a easy way to fix this?
dsurface/dib.o(.text+0x38a):dib.c: undefined reference to `DIB_CreateDIBSection'
No, I think this is actually the reason ddraw hasn't been properly DLL-separated in Wine proper yet - there's no easy fix (except for "major breakage is OK"-style fixes).
But never fear, I'm actually currently working on making more proper use of the DirectDraw HAL. This would let the x11drv HAL itself create the special DIB sections it needs, rather than having the ddraw.dll call this nonstandard entry point. I was planning to submit it to rewind when I was done (will take another week or so depending on my workload).
Unfortunately, it's still going to be kinda unlikely to work on real Windoze (the NT/2000 HAL is different from the win95 HAL, and we use the win95 HAL structures with the 16-bit parts treated like 32-bit parts, so it isn't compatible with anything)
From the changelog on 2000-04-29 Ove implemented this
in graphics/x11drv/dib.c, include/bitmap.h, include/gdi.h, include/x11drv.h, objects/dib.c. I havent had time to look at the new DIB engine patches from transgamming to see if they could fix this, so if they do then please send this email to /dev/null.
No, this has nothing to do with the DIB engine.
But never fear, I'm actually currently working on making more proper use of the DirectDraw HAL. This would let the x11drv HAL itself create the special DIB sections it needs, rather than having the ddraw.dll call this nonstandard entry point. I was planning to submit it to rewind when I was done (will take another week or so depending on my workload).
Are you going to be CC'ing wine-patches on your rewind merges or is it going to be each maintainer job to check ReWind to keep both trees in sync?
Unfortunately, it's still going to be kinda unlikely to work on real Windoze (the NT/2000 HAL is different from the win95 HAL, and we use the win95 HAL structures with the 16-bit parts treated like 32-bit parts, so it isn't compatible with anything)
Gav said something at Wineconf about WineX using the HAL interfaces you guys could port to ReactOS. We assumed he meant NT/2K HAL. Is this only true for certain parts of WineX/ReWind or whats the deal? I dont even remeber now what parts of DirectX he was discussing at the time so it might not be releated to this discussion.
Thanks Steven
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On Thu, 13 Jun 2002, Steven Edwards wrote:
But never fear, I'm actually currently working on making more proper use of the DirectDraw HAL. This would let the x11drv HAL itself create the special DIB sections it needs, rather than having the ddraw.dll call this nonstandard entry point. I was planning to submit it to rewind when I was done (will take another week or so depending on my workload).
Are you going to be CC'ing wine-patches on your rewind merges or is it going to be each maintainer job to check ReWind to keep both trees in sync?
Since such patches would probably not apply unmodified to Wine anyway, it would probably be the job of someone inclined to merge this stuff to subscribe to rewind-patches (and/or rewind-cvs).
Unfortunately, it's still going to be kinda unlikely to work on real Windoze (the NT/2000 HAL is different from the win95 HAL, and we use the win95 HAL structures with the 16-bit parts treated like 32-bit parts, so it isn't compatible with anything)
Gav said something at Wineconf about WineX using the HAL interfaces you guys could port to ReactOS. We assumed he meant NT/2K HAL.
The structures we currently use are from the Win9x DDK. But changing it to use NT-compatible structures instead may not be that hard, I don't know.
Is this only true for certain parts of WineX/ReWind or whats the deal?
I'm not sure I understand the question. Each DirectX component has its own completely independent HAL. (At least they used to... I haven't checked if this is still the case in WDM, but each component has obviously radically different requirements, so I'd guess so.)
I dont even remeber now what parts of DirectX he was discussing at the time so it might not be releated to this discussion.
He was mostly talking about Direct3D, I think.
The structures we currently use are from the Win9x DDK. But changing it to use NT-compatible structures instead may not be that hard, I don't know.
We are just now working on Windowing for ReactOS so DirectX is not currently high my TODO list.
I'm going to create a bug in bugzilla to make sure all HAL Structures are NT-compatable for DirectX and leave it at that. If someone wants to address it now thats cool, if not when we get to that point (yeah right) mabey the reactos project will submit patches for it.
Thanks Steven
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