wine-pba
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latest staging failes pba with private.h error
When I try to apply the pba patches, modified, or rebased, from the different repos listed in the issues here, fail to apply with an error in private.h. Anyone else with this issue also?
@SteveEbey73742 https://github.com/acomminos/wine-pba/issues/46
@SveSop that is the one I pulled from, trying again, as I see it has an update. is your repo just the pba patches, rebased to devel and staging, so that I need to download devel and staging and apply staging first?
@SteveEbey73742 I updated it like a minute before posting that #46 so most likely you pulled just before i updated :)
If you download my patched source - that is the current wine-dev-git with all staging-git applied + PBA applied, so that is ready to compile.
If you prefer to do it all yourself, you can download wine-dev-git from wineHQ, and staging-git from staging repo, and then the pba-rebased and patch that yourself :)
Just finished the pull and it patched cleanly. i will continue to check your repo, thanks for your efforts.
Works, and the fps seems even higher, maybe devel is also doing some cleanup work. my time test fps benchs are within 5% of what the windows 10 is giving me.
@SveSop , your repos are throwing 404 errors, are they deleted?
looks like it yeah, only 2 forks now ( see top right , click the number )
just use @acomminos 's master
git am --3way patches/*patch
now the fun bit
I will recommend kdiff3-qt , cos it is easy
( if you use kde, then drop the -qt ) # assumes debian, no idea about other distros
git mergetool
dlls/wined3d/wined3d_private.h needs to end up like this
BYTE bCursorVisible : 1;
BYTE d3d_initialized : 1;
BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
BYTE filter_messages : 1;
BYTE use_pba : 1; /* A flag to use the persistent buffer allocator for dynamic buffers. */
BYTE padding : 2;
Note, if using kdiff you will have to manually edit the line BYTE padding :
brief history
padding was 2, use_pba
added so padding became 1
upstream removed BYTE vertexBlendUsed : 1;
so padding became 3
padding = 3, add use_pba
so padding should become 2
I hope that makes sense
happy fishing, eat well
Edit:
without using git mergetool
edit dlls/wined3d/wined3d_private.h when the git am
drops out
BYTE bCursorVisible : 1;
BYTE d3d_initialized : 1;
BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
BYTE filter_messages : 1;
<<<<<<< HEAD
BYTE padding : 3;
=======
BYTE use_pba : 1; /* A flag to use the persistent buffer allocator for dynamic buffers. */
BYTE padding : 1;
>>>>>>> wined3d: Add DISABLE_PBA envvar, some PBA cleanup.
<<<<<<< HEAD
this is what was there before we broke it
=======
this is what we broke it with
>>>>>>> wined3d: Add DISABLE_PBA envvar, some PBA cleanup.
with this one, we see 5*1 + 3 = 8
we want 6*1 + X = 8
, so X = 2 ;)
but, that is easier to see with mergetool, since we see some of the history ( the common ancestor )
, if fixing the merge conflict without using mergetool,
git add dlls/wined3d/wined3d_private.h
git am -r
@SteveEbey73742 Yeah, getting to complicated to follow @Firerat 's directions for me, so decided id just keep it to myself :)
Just follow his directions, and you will probably get everything fixed in notime :)
@SveSop your patches were what worked for me. blind in my right eye, makes it hard to do detailed work on computer, without making font really big. Was hoping to just be able to use your patches, as they are updated with wine staging.
yeah, tbh I don't know what the incorrect BYTE padding
would have, probably random
anyway, freshly generated
PBA_for_wine_5946973_staging_4954f5c.tar.gz
@SteveEbey73742 No point in having too many repo's doing the same thing really, and since @Firerat is way better than me doing the rebasing and stuff, better have that :)
@Firerat , thanks.