On Wednesday 01 June 2011 08:01:57 paulo lesgaz wrote:
Hi,
any problem with the patch
I guess Alexandre was waiting for a reply from me or Henri.
The tests themselves look ok, but I wonder what your ultimate goal is - is there a game that has issues with DDSCL_CREATEDEVICEWINDOW? Also the tests we have are somewhat unsatisfying, we don't have a single test where DDSCL_CREATEDEVICEWINDOW is supposed to succeed.
________________________________ De : Stefan Dösinger stefandoesinger@gmx.at À : wine-devel@winehq.org Cc : paulo lesgaz jeremielapuree@yahoo.fr Envoyé le : Mer 1 juin 2011, 15h 11min 25s Objet : Re: ddraw: Add tests for Setcooperativelevel
On Wednesday 01 June 2011 08:01:57 paulo lesgaz wrote:
Hi,
any problem with the patch
I guess Alexandre was waiting for a reply from me or Henri.
The tests themselves look ok, but I wonder what your ultimate goal is - is there a game that has issues with DDSCL_CREATEDEVICEWINDOW?
Yes, see bug 25660 My tests prove that DDSCL_CREATEDEVICEWINDOW+DDSCL_EXCLUSIVE+DDSCL_FULLSCREEN is allowed with a NULL window. That is what expected by Half life I demo.
Currently, Wine returns DDERR_INVALIDPARAMS.
Obviously, there are already tests that prove that DDSCL_EXCLUSIVE+DDSCL_FULLSCREEN fails with a null window.
Also the tests we have are somewhat unsatisfying, we don't have a single test where DDSCL_CREATEDEVICEWINDOW is supposed to succeed.
Maybe it would be the subject of an another patch?
A+
David
On Wednesday 01 June 2011 20:37:36 paulo lesgaz wrote:
Yes, see bug 25660 My tests prove that DDSCL_CREATEDEVICEWINDOW+DDSCL_EXCLUSIVE+DDSCL_FULLSCREEN is allowed with a NULL window. That is what expected by Half life I demo.
Erm, I missed that in your patch, it was right at the top of the function.
have are somewhat unsatisfying, we don't have a single test where DDSCL_CREATEDEVICEWINDOW is supposed to succeed.
Maybe it would be the subject of an another patch?
Yes, although I am interested in things beyond the return value of SetCooperativeLevel. E.g. how does the device window work wrt clipping - is the primary surface rendered to the device window, or is it still rendered to the screen(to see what I mean run the dx7 sdk's ddraw font sample on Windows). Is there a relationship between the front buffer's size and the device window? With a device window, does the front buffer still have screen size, or does it have the size of the device window at creation time?
Some of those things are probably tricky to test from an automated test.