On 11 September 2013 11:31, Stefan Dösinger stefan@codeweavers.com wrote:
@@ -1880,9 +1888,8 @@ struct wined3d_device WORD d3d_initialized : 1; WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */ WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
- WORD useDrawStridedSlow : 1; WORD filter_messages : 1;
- WORD padding : 8;
- WORD padding : 1;
I don't think that's quite right.
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Am 2013-09-11 13:32, schrieb Henri Verbeet:> On 11 September 2013 11:31, Stefan Dösinger stefan@codeweavers.com wrote:
@@ -1880,9 +1888,8 @@ struct wined3d_device WORD d3d_initialized : 1; WORD inScene : 1; /* A flag to check for
proper BeginScene / EndScene call pairs */
WORD softwareVertexProcessing : 1; /* process vertex shaders
using software or hardware */
- WORD useDrawStridedSlow : 1; WORD filter_messages : 1; -
WORD padding : 8; + WORD padding : 1;
I don't think that's quite right.
The next element is a BYTE. The 8 bits padding were stupid considering that, it just generates a hole. Now I am removing one bit, which leaves one bit of padding left.
I can send a separate patch that removes the 8 bits if you want, but I didn't consider that necessary since the padding doesn't do much anyway.
On 11 September 2013 13:37, Stefan Dösinger stefan@codeweavers.com wrote:
The next element is a BYTE. The 8 bits padding were stupid considering that, it just generates a hole. Now I am removing one bit, which leaves one bit of padding left.
It doesn't really work like that, the layout is like this:
UINT (4) WORD (2) BYTE (1) char (1)
Removing the 8 bits of padding is equivalent to just making the bitfield a BYTE, and you end up with a hole after the "surface_alignment" field.