Am 04.01.2016 um 14:11 schrieb Henri Verbeet hverbeet@codeweavers.com:
This fixes commit b0d4502c29941c31108a53d6c23f9e23196fb7ec.
I asked Riccardo about this init change in an earlier version, and afair he said creating cubemaps without a device crashes on some Windows drivers. I can't find the exchange in the archives, it was probably on IRC. Riccardo, do you remember why you made this change?
if ((test_data[i].caps2 & DDSCAPS2_CUBEMAP)
&& !(device_desc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_CUBEMAP))
{
skip("Device does not support cubemaps.\n");
continue;
}
You're creating cubemaps without checking for support now.
2016-01-04 22:37 GMT+01:00 Stefan Dösinger stefandoesinger@gmail.com:
Am 04.01.2016 um 14:11 schrieb Henri Verbeet hverbeet@codeweavers.com:
This fixes commit b0d4502c29941c31108a53d6c23f9e23196fb7ec.
I asked Riccardo about this init change in an earlier version, and afair he said creating cubemaps without a device crashes on some Windows drivers. I can't find the exchange in the archives, it was probably on IRC. Riccardo, do you remember why you made this change?
Hello Stefan,
Unfortunately I don't keep logs and I cannot remember exactly but that was done to fix a crash in a test bot or a Windows XP VirtualBox VM (can't remember exactly).
In case of the bot, I guess it has either been fixed or some other change in the ddraw test code correctly identifies the buggy driver?
Ciao, Riccardo
if ((test_data[i].caps2 & DDSCAPS2_CUBEMAP)
&& !(device_desc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_CUBEMAP))
{
skip("Device does not support cubemaps.\n");
continue;
}
You're creating cubemaps without checking for support now.
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Am 2016-01-05 um 07:28 schrieb Riccardo Bortolato:
Unfortunately I don't keep logs and I cannot remember exactly but that was done to fix a crash in a test bot or a Windows XP VirtualBox VM (can't remember exactly).
Keep in mind that an earlier version of the test accidentally created a DDSCAPS_VIDEOMEMORY cube map texture. This was more likely to provoke bad driver behavior than the managed texture that's (presumably) mostly handled by the runtime until it is actually used for rendering.
On 4 January 2016 at 22:37, Stefan Dösinger stefandoesinger@gmail.com wrote:
I asked Riccardo about this init change in an earlier version, and afair he said creating cubemaps without a device crashes on some Windows drivers. I can't find the exchange in the archives, it was probably on IRC. Riccardo, do you remember why you made this change?
If it was for 64-bit ddraw, it was probably fixed by 2dca999e3393cb039d2aabebf7c83328925ab30e.
if ((test_data[i].caps2 & DDSCAPS2_CUBEMAP)
&& !(device_desc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_CUBEMAP))
{
skip("Device does not support cubemaps.\n");
continue;
}
You're creating cubemaps without checking for support now.
Yeah. I think that's either just supposed to work, or needs a different kind of check, like e.g. "hal_caps.ddsCaps.dwCaps2 & DDSCAPS2_CUBEMAP". Creating cubemaps works on the testbots without 3D support at least, and I have the impression that "device_desc.dpcTriCaps.dwTextureCaps" is for checking rendering support. Note that different device types can be created from the same ddraw interface, so it isn't necessarily clear that if e.g. a TnLHalDevice can't render cubemaps a RGBDevice wouldn't be able to either.
Unfortunately I don't have hardware without cubemap support, so I suppose we'll have to wait for results from test.winehq.org, if any.