Hi,
Wined3d in CVS is now in a reasonable state to start regression testing new changes against.
I usually regression test against a few game demos and DirectX 9 tutorials, I'm going to list the DirectX 9 tutorials as they start to work (there are 68 tutorials that work with the big patch). The current list of working DirectX 9 demos is:
from http://www.codesampler.com/dx9src.htm dx9_1pass_emboss_bump_mapping dx9_2pass_emboss_bump_mapping dx9_alpha_blending_texture dx9_multiple_vertex_buffers dx9_texture_dot3_blending dx9_texture_filtering dx9_texture_mipmapping dx9_texture_subloading dx9_tokamak_chain dx9_transforms dx9_vertex_data dx9_view_matrix dx9_view_ports dx9_spot_light dx9_texture dx9_texture_addressing (has a mipmapping error with ATI's drivers) dx9_primitive_types dx9_point_light dx9_dot3_bump_mapping dx9_effect_simple dx9_fonts dx9_indexed_geometry dx9_initialization dx9_lighting (has a slight artifact) dx9_material dx9_multitexture dx9_offscreen_rendering (faked) dx9_2d_demo_game (text for non-power2 textures, ship doesn't animate yet)
from http://triplebuffer.devmaster.net/tutorials.php BumpMapping tb_dx9_03 tb_dx9_04 tb_dx9_05 (sort of) tb_dx9_06 tb_dx9_07 tb_dx9_08 tb_dx9_09 tb_dx9_10
from http://www.clootie.ru/delphi/download_dx90.html#Direct3D Tut01_CreateDevice Tut02_Vertices Tut03_Matrices Tut04_Lights Tut05_Textures Tut06_Meshes cull
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results of wined3d - d3d9 regression testing on windows98se gf4 4200 64MB (using wined3d+GLX->WGL patch)
General overview some demos give odd crash on exit resizing windows is hacked (blame me) -- instead of stretching the output -- it simply changes the vireport size for programs that enumerate display modes the screen flashes alot for programs that enumerate display formats it takes a LONG time to startup
from http://www.codesampler.com/dx9src.htm dx9_1pass_emboss_bump_mapping (same as real d3d9) dx9_2pass_emboss_bump_mapping (same as real d3d9) dx9_alpha_blending_texture (same as real d3d9) dx9_multiple_vertex_buffers (same as real d3d9) --dx9_texture_dot3_blending !!!(???...could not find on site...???)!!! dx9_texture_filtering (same as real d3d9 -- but only magfilter seems to work) dx9_texture_mipmapping (same as real d3d9 -- except very very slow and the filter work differently -- ... hard to explain) dx9_texture_subloading (same as real d3d9) dx9_tokamak_chain (same as real d3d9 -- and impressive) dx9_transforms (same as real d3d9) dx9_vertex_data (same as real d3d9) --dx9_view_matrix !!!(???...could not find on site (dx8_view_matrix not dx9_view_matrix)...???)!!! dx9_view_ports (same as real d3d9 -- but does not resize) dx9_spot_light (the spot light does not look the same -- in fact the edges are sharp not smooth) dx9_texture (same as real d3d9) dx9_texture_addressing (... works on wined3d but not my real d3d9) dx9_primitive_types (same as real d3d9) dx9_point_light (same as real d3d9) dx9_dot3_bump_mapping (same as real d3d9) dx9_effect_simple (same as real d3d9) dx9_fonts (same as real d3d9) dx9_indexed_geometry (same as real d3d9) dx9_initialization (same as real d3d9) dx9_lighting (same as real d3d9) dx9_material (same as real d3d9) dx9_multitexture (same as real d3d9) dx9_offscreen_rendering (same as real d3d9) dx9_2d_demo_game (extremely SLOW -- animations?? unsure too slow (like 0.1 fps))
from http://triplebuffer.devmaster.net/tutorials.php BumpMapping (same as real d3d9) tb_dx9_03 (same as real d3d9) tb_dx9_04 (same as real d3d9) tb_dx9_05 (same as real d3d9) tb_dx9_06 (same as real d3d9) tb_dx9_07 (same as real d3d9) tb_dx9_08 (same as real d3d9) tb_dx9_09 (same as real d3d9) tb_dx9_10 (same as real d3d9)
from http://www.clootie.ru/delphi/download_dx90.html#Direct3D Tut01_CreateDevice (same as real d3d9) Tut02_Vertices (same as real d3d9) Tut03_Matrices (same as real d3d9) Tut04_Lights (same as real d3d9) Tut05_Textures (same as real d3d9) Tut06_Meshes (same as real d3d9) cull (same as real d3d9 -- except SLOW VERY VERY SLOW but looks fine (180 fps -> 10 fps))
------------- additional tested demos mview (same as real d3d9 -- except cannot resize (crashes) -- and on windows98se (xp is fine) the top bar buttons and bottom status bar are covered by opengl gfx) 2DTestDX9 (same as real d3d9 -- except the 2d does not stretch on window resize (see top comment)) text3d (same as real d3d9 -- except for usability issues -- starts in fullscreen (cannot find windowed mode?) -- cannot press f2 (crashes)) ShadowVolume (same as real d3d9 -- except for usability issues -- starts in fullscreen (cannot find windowed mode?) -- cannot press f2 (crashes)) MultiDx (same as real d3d9 -- EXCEPT all panes draw the teapot on a 1bit buffer? -- and there are odd artifacts... hard to explain) DXCapsViewer (mode 0 -- 640x480xD3DFMT_X8R8G8B8 does not show up -- problem in mode iteration?) DxTex (runs but does not display -- will not run on my real d3d9) dx9_lost_device (same as real d3d9 -- except says texture object failed to clean up properly -- problem in texture/resource reference counting) dx9_resize_window (same as real d3d9 -- except says texture object failed to clean up properly -- problem in texture/resource reference counting) dx9_multiple_devices (start rendering in one window then just green...) dx9_swap_chains (both render in one window the other window is black -- this will induce seziure -- BEWARE)
--------------- demos that were mean and nasty to me water (gets far -- near rendering -- but crashes)
--- Nick Burns adger44@hotmail.com wrote:
results of wined3d - d3d9 regression testing on windows98se gf4 4200 64MB (using wined3d+GLX->WGL patch)
General overview some demos give odd crash on exit resizing windows is hacked (blame me) -- instead of stretching the output -- it simply changes the vireport size for programs that enumerate display modes the screen flashes alot for programs that enumerate display formats it takes a LONG time to startup
The slowdown is caused by this patch: http://www.winehq.org/hypermail/wine-patches/2005/04/0289.html
I've been working on an improved version that looks up what the graphics card supports once and generates a lookup table for later validation which makes the checks more or less instant, but it's not quite yet ready yet.
dx9_texture_mipmapping (same as real d3d9 -- except very very slow and the filter work differently -- ... hard to explain)
dx9_spot_light (the spot light does not look the same -- in fact the edges are sharp not smooth)
lights are different in OpenGL compaired to DirectX
dx9_texture_addressing (... works on wined3d but not my real d3d9)
That's because your card doesn't support texture borders under DirectX, but OpenGL does.
dx9_2d_demo_game (extremely SLOW -- animations?? unsure too slow (like 0.1 fps))
I've got a fix that gets the frame rate upto around 30fps.
additional tested demos fullscreen (cannot find windowed mode?) -- cannot press f2 (crashes))
The fullscreen not windowed issue is because 24 bit colour reports its self as being D3DFMT_A8R8G8B8 in directx.c instead of D3DFMT_X8R8G8B8.
MultiDx (same as real d3d9 -- EXCEPT all panes draw the teapot on a 1bit buffer? -- and there are odd artifacts... hard to explain) DXCapsViewer (mode 0 -- 640x480xD3DFMT_X8R8G8B8 does not show up -- problem in mode iteration?) DxTex (runs but does not display -- will not run on my real d3d9) dx9_lost_device (same as real d3d9 -- except says texture object failed to clean up properly -- problem in texture/resource reference counting)
This demo requires _reset, and ref counting in wined3d is a little different to DirectX. Also the lost device demo doesn't clean up by the book, the extra references are ones that the demo hasn't cleaned up its self
dx9_multiple_devices (start rendering in one window then just green...)
Multiple devices aren't supported yet
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please forgive the spacing...
...This is just a start at a format for this kinda thing -- pls modify as ya see fit... ...also more demos wont hurt(well only me)...
results of wined3d - d3d9 regression testing 7_12_2005 --Windows98SE AthlonXP 2100+, 256MB, GF4 4200 64MB 85hz (using wined3d+GLX->WGL patch) NOTE: many comments will look the same (maybe small changes) as things are fixed/break they will be updated (by magic) NOTE: for all programs that list fps -- they will be listed here -- these #s are only useful in reference to new numbers from same comp (or for bragging) these #s should help determine which patches speed up/slow down what and by how much -- this should be done for all programs in an easily repeatable way (that cannot foul up) NOTE: ok I feel stupid... I just remember my GF4 is running at 85hz... VSync is on, so all of the 85fps values you see... are >=85 fps I should add (wglSwapIntervalEXT(VSYNC);) to my WGL patch -- mayhap I will if it is desired... for now itll stay...albeit not totally useful ...end of stupid feeling...
New Bugs none noticed
Removed Bugs some speed/sampling issues seem gone thanks to latest patch
General overview some demos give odd crash on exit resizing windows is hacked (blame me) -- instead of stretching the output -- it simply changes the viewport size for programs that enumerate display modes the screen flashes alot for programs that enumerate display formats it takes a LONG time to startup in fullscreen where you can press f2(to change gfx) -- pressing f2 crashes it there are scissoring problems (in windows98se not xp) with the opengl windows -- probably not a problem in X
from http://www.codesampler.com/dx9src.htm dx9_1pass_emboss_bump_mapping (same as real d3d9) dx9_2pass_emboss_bump_mapping (same as real d3d9) dx9_alpha_blending_texture (same as real d3d9) dx9_multiple_vertex_buffers (same as real d3d9) --dx9_texture_dot3_blending !!!(???...could not find on site...???)!!! dx9_texture_filtering (same as real d3d9 -- this seems to work correctly now but im unsure) dx9_texture_mipmapping (same as real d3d9 -- ITS FAST YEAH -- filters work differently -- ... hard to explain) dx9_texture_subloading (same as real d3d9) dx9_tokamak_chain (same as real d3d9 -- and impressive -- best demo of bunch -- BTW press F1 and have more fun...) dx9_transforms (same as real d3d9) dx9_vertex_data (same as real d3d9) --dx9_view_matrix !!!(???...could not find on site (dx8_view_matrix not dx9_view_matrix)...???)!!! dx9_view_ports (same as real d3d9 -- but does not resize) dx9_spot_light (differences between opengl lighting and d3d9 lighting) dx9_texture (same as real d3d9) dx9_texture_addressing (... unsure about what this SHOULD look like -- but runs fine and does stuff) dx9_primitive_types (same as real d3d9) dx9_point_light (same as real d3d9) dx9_dot3_bump_mapping (same as real d3d9) dx9_effect_simple (same as real d3d9) dx9_fonts (same as real d3d9) dx9_indexed_geometry (same as real d3d9) dx9_initialization (same as real d3d9) dx9_lighting (same as real d3d9 -- I do not notice any artifacts? maybe an ATI problem?) dx9_material (same as real d3d9 -- synchronized teapots ya cannot beat it) dx9_multitexture (same as real d3d9) dx9_offscreen_rendering (same as real d3d9) dx9_2d_demo_game (extremely SLOW (will wait for patch) -- animations?? unsure too slow (like 0.1 fps))
from http://triplebuffer.devmaster.net/tutorials.php BumpMapping (same as real d3d9) tb_dx9_03 (same as real d3d9) tb_dx9_04 (same as real d3d9) tb_dx9_05 (same as real d3d9) tb_dx9_06 (same as real d3d9) tb_dx9_07 (same as real d3d9) tb_dx9_08 (same as real d3d9) tb_dx9_09 (same as real d3d9) 85 fps 800x600 tb_dx9_10 (same as real d3d9) 85 fps 800x600
from http://www.clootie.ru/delphi/download_dx90.html#Direct3D Tut01_CreateDevice (same as real d3d9) Tut02_Vertices (same as real d3d9) Tut03_Matrices (same as real d3d9) Tut04_Lights (same as real d3d9) Tut05_Textures (same as real d3d9) Tut06_Meshes (same as real d3d9) cull (same as real d3d9 -- except slow (180 fps -> 20 fps)) 20fps 800x600 -- 2x better than 10
------------- additional tested demos mview (same as real d3d9 -- except cannot resize/move (crashes) -- and on windows98se (xp is fine) the top bar buttons and bottom status bar are covered by opengl gfx -- bad scissoring?) >=85fps -- teapot standard window size (no movement) 2DTestDX9 (same as real d3d9 -- except the 2d does not stretch on window resize (see top comment)) text3d (same as real d3d9 -- except for usability issues -- starts in fullscreen (cannot find windowed mode?) -- cannot press f2 (crashes)) >=85fps 800x600 ShadowVolume (same as real d3d9 -- except for usability issues -- starts in fullscreen (cannot find windowed mode?) -- cannot press f2 (crashes)) >=85fps 800x600 MultiDx (same as real d3d9 -- EXCEPT all panes draw the teapot on a 1bit buffer? -- I noticed fewer odd artifacts) (the author of the original MultiDx should be informed of the bug in it that makes the top left pane the wrong size on init) DXCapsViewer (mode 0 -- 640x480xD3DFMT_X8R8G8B8 does not show up -- problem in mode iteration?) DxTex (runs but does not display -- will not run on my real d3d9) dx9_lost_device (same as real d3d9 -- says texture object failed to clean up properly -- its own fault?) dx9_resize_window (same as real d3d9 -- says texture object failed to clean up properly -- its own fault?) dx9_multiple_devices (start rendering in one window then just green...) dx9_swap_chains (both render in one window the other window is black -- this will induce seziure -- BEWARE) 42fps window
--------------- demos that were mean and nasty to me water (gets far -- near rendering -- but crashes) (it makes the window then names it (technique 0) then crashes)
Just to let y'all know that I was able to get BF1942 to show the EA screen finally with yesterday's CVS. That's the first time I have got anything to show in that game.
Am Donnerstag, 14. Juli 2005 00:21 schrieb Jesse Allen:
Just to let y'all know that I was able to get BF1942 to show the EA screen finally with yesterday's CVS. That's the first time I have got anything to show in that game.
wine BF1942.exe +restart 1 or remove the movies/ directory. A NoCD patch is needed for BF1942.exe, Mods/bf1942/mods.dll, Mods/Xpack1/Mod.dll and Mods/Xpack2/Mod.dll Then it should come up properly, with missing text(font problem?). Starting a game works for me, but the graphics are not correct(wrong textures, units only shown half)
Stefan
On 7/14/05, Stefan Dösinger stefandoesinger@gmx.at wrote:
or remove the movies/ directory. A NoCD patch is needed for BF1942.exe, Mods/bf1942/mods.dll, Mods/Xpack1/Mod.dll and Mods/Xpack2/Mod.dll Then it should come up properly, with missing text(font problem?). Starting a game works for me, but the graphics are not correct(wrong textures, units only shown half)
Thanks, I've got the game running how Battlefront looked. Fonts are messed up, and some rendering problems, but it does run for me. Battlefront has a crashing problem I know Oliver knows how to fix.
Hi, Just found the old mail, the following might be interesting:
Thanks, I've got the game running how Battlefront looked. Fonts are messed up, and some rendering problems, but it does run for me. Battlefront has a crashing problem I know Oliver knows how to fix.
Battlefield renders really fine if you disable the vertex shaders in winecfg. The only remaining Direct3D problem are some glitches with the smoke and the explosions. The font troubles don't seem to be D3D related, as some fonts are shown correctly, for example the player names if you look at someone.
From the D3D part it looks better than in cedega: Watter effect are better,
Pixel Shaders work nice, more stable(Cedega crashes my fglrx driver under certain conditions).
Remaining problems are: The game works only in Desktop mode, only 800x600, the mouse tends to leave the window. The sound doesn't work, and of course the obvious font problem. And last, in the loading picture the Red and the Blue channel seem switched, which gives the pictures some modern art touch ;-)
Congrats to Oliver.
Stefan
On 8/28/05, Stefan Dösinger stefandoesinger@gmx.at wrote:
Hi, Just found the old mail, the following might be interesting:
Thanks, I've got the game running how Battlefront looked. Fonts are messed up, and some rendering problems, but it does run for me. Battlefront has a crashing problem I know Oliver knows how to fix.
Battlefield renders really fine if you disable the vertex shaders in winecfg. The only remaining Direct3D problem are some glitches with the smoke and the explosions. The font troubles don't seem to be D3D related, as some fonts are shown correctly, for example the player names if you look at someone.
From the D3D part it looks better than in cedega: Watter effect are better, Pixel Shaders work nice, more stable(Cedega crashes my fglrx driver under certain conditions).
Remaining problems are: The game works only in Desktop mode, only 800x600, the mouse tends to leave the window. The sound doesn't work, and of course the obvious font problem. And last, in the loading picture the Red and the Blue channel seem switched, which gives the pictures some modern art touch ;-)
Congrats to Oliver.
Stefan
Well, I do have vertex shaders on. The problem I'm having with battlefield is that the screen moves 25% of the screen off the top and left sides and cutting off 25% of the bottom and right (black) when I get to the loading screen. If I can hit the buttons to enter the game, then it does it for 25% more of all the sides, and makes the game nearly unplayable.
It's been reported to me that the fonts are now messed up in Warcraft 3 in D3D as well. I don't believe this was the case before.
Jesse
--- Jesse Allen the3dfxdude@gmail.com wrote:
On 8/28/05, Stefan Dösinger stefandoesinger@gmx.at wrote:
Hi, Just found the old mail, the following might be interesting:
Thanks, I've got the game running how Battlefront looked. Fonts are messed up, and some rendering problems, but it does run for me. Battlefront has a crashing problem I know Oliver knows how to fix.
Battlefield renders really fine if you disable the vertex shaders in winecfg. The only remaining Direct3D problem are some glitches with the smoke and the explosions. The font troubles don't seem to be D3D related, as some fonts are shown correctly, for example the player names if you look at someone.
From the D3D part it looks better than in cedega: Watter effect are better, Pixel Shaders work nice, more stable(Cedega crashes my fglrx driver under certain conditions).
Remaining problems are: The game works only in Desktop mode, only 800x600, the mouse tends to leave the window. The sound doesn't work, and of course the obvious font problem. And last, in the loading picture the Red and the Blue channel seem switched, which gives the pictures some modern art touch ;-)
Congrats to Oliver.
Stefan
Well, I do have vertex shaders on. The problem I'm having with battlefield is that the screen moves 25% of the screen off the top and left sides and cutting off 25% of the bottom and right (black) when I get to the loading screen. If I can hit the buttons to enter the game, then it does it for 25% more of all the sides, and makes the game nearly unplayable.
This sounds like a clipping problem caused by using the backbuffer for offscreen textures, which version of battlefield are you running, I'll have a look to see how well the demo's working.
It's been reported to me that the fonts are now messed up in Warcraft 3 in D3D as well. I don't believe this was the case before.
Jesse
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On 8/30/05, Oliver Stieber oliver_stieber@yahoo.co.uk wrote:
--- Jesse Allen the3dfxdude@gmail.com wrote:
Well, I do have vertex shaders on. The problem I'm having with battlefield is that the screen moves 25% of the screen off the top and left sides and cutting off 25% of the bottom and right (black) when I get to the loading screen. If I can hit the buttons to enter the game, then it does it for 25% more of all the sides, and makes the game nearly unplayable.
This sounds like a clipping problem caused by using the backbuffer for offscreen textures, which version of battlefield are you running, I'll have a look to see how well the demo's working.
I believe it's version 1.61b. Note, this clipping problem doesn't occur with vertex shaders off.
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Hi Oliver,
fr-025-final2 doesn't work anymore, all I get is a white screen and the music. The demo worked with earlier patches.
-- andreas
Jesse Allen wrote:
Just to let y'all know that I was able to get BF1942 to show the EA screen finally with yesterday's CVS. That's the first time I have got anything to show in that game.
- -- http://www.linux-gamers.net - your online gaming resource
--- Andreas Schneider andreas.schneider@linux-gamers.net wrote:
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Hi Oliver,
fr-025-final2 doesn't work anymore, all I get is a white screen and the music. The demo worked with earlier patches.
I have a different error wine fr-025-final2, I've tried the obvious changes that I haven't commited yet and they don't fix the problem, so I'm busy trying to find out which patch caused the problem.
-- andreas
Jesse Allen wrote:
Just to let y'all know that I was able to get
BF1942 to show the EA
screen finally with yesterday's CVS. That's the
first time I have got
anything to show in that game.
http://www.linux-gamers.net - your online gaming resource
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