[Bug 38274] New: White water in Heroes VI
https://bugs.winehq.org/show_bug.cgi?id=38274 Bug ID: 38274 Summary: White water in Heroes VI Product: Wine Version: 1.7.39 Hardware: x86 OS: Mac OS X Status: UNCONFIRMED Severity: normal Priority: P2 Component: directx-d3d Assignee: wine-bugs(a)winehq.org Reporter: isakov-sl(a)bk.ru Created attachment 51102 --> https://bugs.winehq.org/attachment.cgi?id=51102 Water is while places Might and Magic Heroes VI - Shades of Darkness Water on map shown as white place, not transparent and no details like on screen 1. I was considering this as a missing feature but I found some engine version shows water like on screen 2. So this is possible! I will do regression test to find the best revision and corresponding changes. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #1 from Sergey Isakov <isakov-sl(a)bk.ru> --- Created attachment 51103 --> https://bugs.winehq.org/attachment.cgi?id=51103 Water is partially present It was a version 1.7.2 with some additional commits after it. I will find the best commit later. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #2 from Sergey Isakov <isakov-sl(a)bk.ru> --- I made regression test. Just to clarify "good" means water is white place. "bad" means water is transparent as it should be. So good and bad in this test reverted because 1.7.2 and early has white water. As well as 1.7.3+ More or less visible water was in several revision between 1.7.2 and 1.7.3. So I found first commit that developed water ---- ac37f7a2ac09c77f7bd9db39c3180307696fdc6c is the first bad commit commit ac37f7a2ac09c77f7bd9db39c3180307696fdc6c Author: Stefan Dösinger <stefan(a)codeweavers.com> Date: Wed Sep 18 12:24:56 2013 +0200 wined3d: Implement locking of block-based volume textures. :040000 040000 4260ffc1ea88ab11c4e4580b621992c6d3e59204 0f87593a636e70dc51923d9030b4884179bc8150 M dlls ---- Should I made regression test to know when this feature disappears again? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #3 from Sergey Isakov <isakov-sl(a)bk.ru> --- And now regression test to know when the water disappeared again --- 2680f3301585e2263e3800454f51c8f09314926f is the first bad commit commit 2680f3301585e2263e3800454f51c8f09314926f Author: Stefan Dösinger <stefan(a)codeweavers.com> Date: Wed Sep 18 12:24:57 2013 +0200 wined3d: Check box dimensions in volume_map. :040000 040000 0f87593a636e70dc51923d9030b4884179bc8150 af9aef50708ee5a22625124e26ccb7ad1c1733d9 M dlls --- -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 Stefan Dösinger <stefan(a)codeweavers.com> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |stefan(a)codeweavers.com --- Comment #4 from Stefan Dösinger <stefan(a)codeweavers.com> --- Yes, it is possible that this game needs compressed volumes. What are its minimum requirements? Is it supposed to work on a Geforce 7 card? Does the game use d3dx9_xy.dll? Our builtin DLL doesn't handle format fallbacks well, so if you're running this game with builtin try the native library instead. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #5 from Sergey Isakov <isakov-sl(a)bk.ru> --- (In reply to Stefan Dösinger from comment #4)
Yes, it is possible that this game needs compressed volumes. What are its minimum requirements? Is it supposed to work on a Geforce 7 card? No this game installed on computer with Radeon card
Does the game use d3dx9_xy.dll? Our builtin DLL doesn't handle format fallbacks well, so if you're running this game with builtin try the native library instead.
When I first install the game it works without textures. Paladin looks like a silhouette filled by light clouds. Have no screenshot to show. Then I installed Directx9Redistributable and see very good textures. Game is almost playable except three bugs: 1. Crash at begin - resolved by DXTn volume disable. 2. White water - needed for DXTn volumes enable? 3. Whole luminance can suddenly switch off (Bug 37705). I have logs with different tracings d3d, d3d_surface, d3d_texture, d3dx. I also implemented DXTn support without libtsc_dxtn but still no volume support. Strange but the testing utility DxTex.exe from DirectxSDK is not working on this computer with any wine version, may be there is my mistake. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #6 from Sergey Isakov <isakov-sl(a)bk.ru> --- I propose to make uncompress volume_textures before send GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level, srgb ? format->glGammaInternal : format->glInternal, volume->resource.width, volume->resource.height, volume->resource.depth, 0, format->glFormat, format->glType, mem)); checkGLcall("glTexImage3D"); -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #7 from Stefan Dösinger <stefan(a)codeweavers.com> --- (In reply to Sergey Isakov from comment #5)
Yes, it is possible that this game needs compressed volumes. What are its minimum requirements? Is it supposed to work on a Geforce 7 card? No this game installed on computer with Radeon card I meant if the game is supposed to work when you run it with a Geforce 7 GPU. According to http://www.game-debate.com/games/index.php?g_id=742&game=Heroes%20of%20Might... it needs at least a geforce 8, which is d3d10 capable. This card may have DXTn volume support.
Strange but the testing utility DxTex.exe from DirectxSDK is not working on this computer with any wine version, may be there is my mistake. It's been a while since I looked at DxTex.exe, but if my memory serves me right it tries to use ddraw blits to convert compress and decompress DXTn textures. We don't implement this because the compression and decompression algorithms are covered by U.S. patent 5956431. All we can do is pass the data to the OpenGL implementation and let the GPU vendor deal with the patent.
There may also be other problems that prevent DxTex from working. A long time ago it had problems with child window d3d rendering, and the ddraw version of this utility had problems with our DDSCAPS_* handling when loading / saving compressed textures. Child window d3d should work these days, and I don't know if the version from the last dx sdk still uses ddraw.dll for handling .dds files. (In reply to Sergey Isakov from comment #6)
I propose to make uncompress volume_textures before send GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level, srgb ? format->glGammaInternal : format->glInternal, volume->resource.width, volume->resource.height, volume-> resource.depth, 0, format->glFormat, format->glType, mem)); checkGLcall("glTexImage3D"); Patches are welcome. Properly integrating conversion like this is a challenge of course. You can also try to re-order the 2D blocks into 3D blocks that make GL_NV_texture_compression_vtc happy. The format conversion infrastructure in utils.c is a good place to start, but you'll have to add the ability to limit conversion to volumes.
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https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #8 from Sergey Isakov <isakov-sl(a)bk.ru> --- Convert volume front slice to surface and let OpenGL render it... -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #9 from Stefan Dösinger <stefan(a)codeweavers.com> --- I haven't checked the spec, but I don't think this is allowed. OpenGL only allows block-aligned updates, except in cases where the resource is smaller than the block size (e.g. mipmaps). Even then you have to supply a full block of data of course. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #10 from Sergey Isakov <isakov-sl(a)bk.ru> --- (In reply to Stefan Dösinger from comment #7)
textures. We don't implement this because the compression and decompression algorithms are covered by U.S. patent 5956431. All we can do is pass the data to the OpenGL implementation and let the GPU vendor deal with the patent.
Does it mean that we are not allowed even to look these textures? Or decompress to look? For my understanding we can't compress our images by this algo. But if such data is in input then we can somehow to get data. And if there is a difference using libtsc_dxtn or its sources as they are opened just keeping original copyright and license agreement? --- /* * libtxc_dxtn * Version: 1.0 * * Copyright (C) 2004 Roland Scheidegger All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ --- -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #11 from Stefan Dösinger <stefan(a)codeweavers.com> --- We're avoiding decoding them as well. The copyright notice you posted is about the license of libtxc_dxtn. Having this library doesn't grant you a right to use the patent. The most realistic option is to use a library called Nvidia texture tools. Nvidia has an agreement with the owner of the patent (no idea who that is these days) that allow others to use this library without licensing the patent: https://code.google.com/p/nvidia-texture-tools/wiki/FAQ . Note that despite the name this library doesn't depend on Nvidia GPUs. But still, we maybe don't need to decompress the dxtn blocks for volumes, "only" shuffle them around in memory. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #12 from Sergey Isakov <isakov-sl(a)bk.ru> --- What is the difference how can we view the image, by block manipulating or by decompressing? The final result is the same "we can view images created with DXTn". It is a problem of those who uses the compression to encode images but it is not a problem for those who bought a game to play. I think it's a time to call lawyer to resolve a question. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #13 from Sergey Isakov <isakov-sl(a)bk.ru> --- OpenSource Mozilla can view GIF patented images? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #14 from Dmitry Timoshkov <dmitry(a)baikal.ru> --- (In reply to Sergey Isakov from comment #13)
OpenSource Mozilla can view GIF patented images?
GIF patent has expired long time ago. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #15 from Sergey Isakov <isakov-sl(a)bk.ru> --- (In reply to Stefan Dösinger from comment #11)
The most realistic option is to use a library called Nvidia texture tools. Nvidia has an agreement with the owner of the patent (no idea who that is these days) that allow others to use this library without licensing the patent: https://code.google.com/p/nvidia-texture-tools/wiki/FAQ . Note that despite the name this library doesn't depend on Nvidia GPUs.
Probably good idea. They said the library licensing compatible with GPL. It also gives us DirectX10 and 11 capabilities. But it requires a time to implement into wine. I just didn't understand what is the condition to use this library? Place Nvidia copyright? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #16 from Sergey Isakov <isakov-sl(a)bk.ru> --- (In reply to Dmitry Timoshkov from comment #14)
(In reply to Sergey Isakov from comment #13)
OpenSource Mozilla can view GIF patented images?
GIF patent has expired long time ago.
Mozilla exists long time ago. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #17 from Stefan Dösinger <stefan(a)codeweavers.com> --- We "view" the image when running a game by passing it to OpenGL and let the driver developers (Nvidia, AMD) bother about the legal stuff. In case of Mesa OpenGL passes that to the user in the sense of "Install this library. It's your responsibility now to care for the patent, not ours." In theory we could also use OpenGL to compress and decompress the textures without rendering it, but the API architecture, and in particular the requirement to create an OpenGL context to do that, makes this difficult. Still, I don't think our ability to create or decompress s3tc textures breaks your game. It most likely breaks dxtex though. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #18 from Sergey Isakov <isakov-sl(a)bk.ru> --- dxtex crashes on open new windows irrespectively of textures formats -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #19 from Sergey Isakov <isakov-sl(a)bk.ru> --- Nvidia Texture Tools has a license on the patent. But implementing their files into other project will lose the license. Only products created by Nvidia itself can use this patent. Again, I will insist that decompressing is free. Or wine project have to pay for the license. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 Matteo Bruni <matteo.mystral(a)gmail.com> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |matteo.mystral(a)gmail.com --- Comment #20 from Matteo Bruni <matteo.mystral(a)gmail.com> --- (In reply to Sergey Isakov from comment #19)
Nvidia Texture Tools has a license on the patent. But implementing their files into other project will lose the license. Only products created by Nvidia itself can use this patent.
That's not how I read https://code.google.com/p/nvidia-texture-tools/wiki/FAQ (specifically last point and second comment below). FWIW e.g. many games made with Unreal Engine 3 include nvtt.dll. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #21 from Sergey Isakov <isakov-sl(a)bk.ru> --- (In reply to Stefan Dösinger from comment #17)
Still, I don't think our ability to create or decompress s3tc textures breaks your game. It most likely breaks dxtex though.
Those bug 38178 are closed so I reported here new found. no traces, no warn - crash after logo. trace+d3d, d3d_texture, d3d_surface - same warn+d3d - no crash ............. Can anybody explain me what is happen when I switch WARN_ON? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #22 from Sergey Isakov <isakov-sl(a)bk.ru> --- log instead crash warn:d3d:state_debug_monitor token: 0xbaadcafe. warn:d3d:state_cb_warn Constant buffers (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL)) no supported. warn:d3d:state_cb_warn Constant buffers (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX)) no supported. warn:d3d:state_cb_warn Constant buffers (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY)) no supported. warn:d3d:context_bind_shader_resources No resource view bound at index 0, 0. warn:d3d:context_bind_shader_resources No resource view bound at index 0, 0. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #23 from Sergey Isakov <isakov-sl(a)bk.ru> --- (In reply to Matteo Bruni from comment #20)
(In reply to Sergey Isakov from comment #19)
Nvidia Texture Tools has a license on the patent. But implementing their files into other project will lose the license. Only products created by Nvidia itself can use this patent.
That's not how I read https://code.google.com/p/nvidia-texture-tools/wiki/FAQ (specifically last point and second comment below).
FWIW e.g. many games made with Unreal Engine 3 include nvtt.dll.
nvtt.dll made by nvidia so it can use DXTn -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #24 from Matteo Bruni <matteo.mystral(a)gmail.com> --- (In reply to Sergey Isakov from comment #23)
(In reply to Matteo Bruni from comment #20)
(In reply to Sergey Isakov from comment #19)
Nvidia Texture Tools has a license on the patent. But implementing their files into other project will lose the license. Only products created by Nvidia itself can use this patent.
That's not how I read https://code.google.com/p/nvidia-texture-tools/wiki/FAQ (specifically last point and second comment below).
FWIW e.g. many games made with Unreal Engine 3 include nvtt.dll.
nvtt.dll made by nvidia so it can use DXTn
Yeah, so we can use it too just fine. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #25 from Sergey Isakov <isakov-sl(a)bk.ru> --- Fine! We just need interfaces. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #26 from Sergey Isakov <isakov-sl(a)bk.ru> --- (In reply to Sergey Isakov from comment #5)
Strange but the testing utility DxTex.exe from DirectxSDK is not working on this computer with any wine version, may be there is my mistake.
Resolved. There is a trick "Use Mac driver instead of X11" set true. Now the utility works! -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #27 from Sergey Isakov <isakov-sl(a)bk.ru> --- See license ------ NVIDIA Texture Tools 2.0 is licensed under the MIT license. Copyright (c) 2007 NVIDIA Corporation Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #28 from Sergey Isakov <isakov-sl(a)bk.ru> --- Hey, I have some progress in implementing DXTn --- $ wine Z:./dlls/d3dx9_36/tests/d3dx9_36_test.exe.so volume err:process:__wine_kernel_init boot event wait timed out fixme:d3d_surface:volume_init format 0x74 size=1048576 fixme:d3dx:D3DXLoadVolumeFromMemory convert volume tex from 0x15 to 0x15 fixme:d3dx:D3DXLoadVolumeFromMemory Unhandled filter 0x80004. fixme:d3dx:D3DXLoadVolumeFromMemory format converted from 0x15 to 0x15 fixme:d3dx:D3DXLoadVolumeFromMemory convert volume tex from 0x15 to 0x15 fixme:d3dx:D3DXLoadVolumeFromMemory format converted from 0x15 to 0x15 volume.c:127: Test failed: Got color 0xffffffff, expected 0x00000000 volume.c:127: Test failed: Got color 0xffffffff, expected 0x00000000 volume.c:127: Test failed: Got color 0xffffffff, expected 0x00000000 volume.c:127: Test failed: Got color 0xffffffff, expected 0x00000000 volume.c:127: Test failed: Got color 0xffffffff, expected 0x00000000 volume.c:127: Test failed: Got color 0xffffffff, expected 0x00000000 volume.c:127: Test failed: Got color 0xffffffff, expected 0x00000000 fixme:d3d_surface:volume_init format 0x74 size=1048576 fixme:d3d_texture:volumetexture_init create dxtn texture 0x31545844. fixme:d3d_surface:volume_init format 0x31545844 size=32 fixme:d3dx:D3DXLoadVolumeFromMemory convert volume tex from 0x15 to 0x31545844 volume.c:208: Test marked todo: D3DXLoadVolumeFromMemory returned 0x8876086c, expected 0 fixme:d3d_texture:volumetexture_init create dxtn texture 0x33545844. fixme:d3d_surface:volume_init format 0x33545844 size=32 volume: 262209 tests executed (1 marked as todo, 7 failures), 0 skipped. Wineskin Command Line Wine Test -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #29 from Bruno Jesus <00cpxxx(a)gmail.com> --- I didn't read the whole thread but this this dxtn discussion reminds me of the dxtn patches in wine-staging, do they help in any way for your problem? https://github.com/wine-compholio/wine-staging/tree/master/patches -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #30 from Sergey Isakov <isakov-sl(a)bk.ru> --- Sure, I based on that patches but also adding volume DXTn preliminary support. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #31 from Sergey Isakov <isakov-sl(a)bk.ru> --- I got new knowledge. 1. Install the game. All textures are wrong. 2. Install DirectX9 redistributable. All is good except three bugs. 3. Use Winetricks to set alldlls=builtin. Textures are wrong. 4. With winecfg set d3dx9_36.dll to native. Textures are good. That's all. It means: 1. Builtin d3dx9_36 is far from good. But we can use native one. Why not??? 2. The bug with white water and with the game crashing lies out of the library. Probably in wined3d.dll. Next experiment. MacOSX 10.9.5 with native drivers. AMD Radeon 6670. Use DxTex.exe from DirectX9SDK. The utility can manipulate with textures different forms and formats. I created Volume Textures DXT5 with MipMapLevel=9 and save it. SIC! There is DXTn support! This test was done with unmodified Wine-1.7.41 with native d3dx9_36. The utility is able to create and save volume DXT5 textures with mipmaps. It is attached. Where is my mistake? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #32 from Sergey Isakov <isakov-sl(a)bk.ru> --- Created attachment 51530 --> https://bugs.winehq.org/attachment.cgi?id=51530 DDS volume texture compessed as DXT5 created by unmodified wine trace:loaddll:load_native_dll Loaded L"C:\\windows\\system32\\mfc100.dll" at 0x78b60000: native trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\shell32.dll" at 0x42a10000: builtin trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\winspool.drv" at 0x41fa0000: builtin trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\comdlg32.dll" at 0x42910000: builtin trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\opengl32.dll" at 0x7a810000: builtin trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\wined3d.dll" at 0x42cb0000: builtin trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\d3d9.dll" at 0x42c60000: builtin trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\d3dx9_43.dll" at 0x418d0000: builtin trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\msvcrt.dll" at 0x42df0000: builtin trace:loaddll:load_native_dll Loaded L"C:\\windows\\system32\\d3dx9_36.dll" at 0x400000: native trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\imm32.dll" at 0x41fe0000: builtin trace:loaddll:load_builtin_dll Loaded L"C:\\windows\\system32\\winemac.drv" at 0x42f10000: builtin -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #33 from Sergey Isakov <isakov-sl(a)bk.ru> --- d3dx9_36_test succeeded too --- $ wine c:/tests/d3dx9_36_test.exe.so volume fixme:winediag:start_process Wine Staging is a testing version containing experimental patches. fixme:winediag:start_process Please report bugs at http://bugs.wine-staging.com (instead of winehq.org). fixme:ntdll:NtCreateNamedPipeFile Message mode not supported, falling back to byte mode. fixme:ntdll:NtCreateNamedPipeFile Message mode not supported, falling back to byte mode. fixme:ntdll:NtCreateNamedPipeFile Message mode not supported, falling back to byte mode. fixme:ntdll:NtCreateNamedPipeFile Message mode not supported, falling back to byte mode. fixme:ole:RemUnknown_QueryInterface No interface for iid {00000019-0000-0000-c000-000000000046} fixme:d3d:quirk_apple_glsl_constants There are 0 GLSL constants reserved fixme:d3d_surface:volume_init format 0x74 size=1048576 fixme:d3d_surface:volume_init format 0x74 size=1048576 fixme:d3d_surface:volume_init format 0x31545844 size=32 volume.c:208: Test succeeded inside todo block: D3DXLoadVolumeFromMemory returned 0, expected 0 fixme:d3d_surface:volume_init format 0x33545844 size=32 volume: 262209 tests executed (0 marked as todo, 1 failure), 0 skipped. Wineskin Command Line Wine Test -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 Béla Gyebrószki <gyebro69(a)gmail.com> changed: What |Removed |Added ---------------------------------------------------------------------------- Keywords| |download Status|UNCONFIRMED |NEW URL| |http://www.gamershell.com/d | |ownload_78182.shtml CC| |gyebro69(a)gmail.com Ever confirmed|0 |1 --- Comment #34 from Béla Gyebrószki <gyebro69(a)gmail.com> --- Water is replaced with glowing white textures here as well, tested on Nvidia card with nouveau and binary drivers 340.76. Reducing detail level (including shader quality), native d3dx9* or disabling GLSL doesn't make it better. Based on the info in comment #2, I did a git checkout ac37f7a2ac09c77f7bd9db39c3180307696fdc6c but all I saw was the same white water with some additional glitches. The problem can be reproduced in the demo version as well (has a mere 4.3 GB download size). When you start the tutorial campaign in the demo, you should see the white water issue during the intro cinematic (videos are rendered in real-time in the game). If you start the only available skirmish map in the demo, water is located south of the player's starting position. In the terminal I see only fixme:win:EnumDisplayDevicesW ((null),0,0x35dc748,0x00000000), stub! fixme:win:EnumDisplayDevicesW ((null),0,0x35dc418,0x00000000), stub! fixme:ddraw:ddraw7_Initialize Ignoring guid {aeb2cdd4-6e41-43ea-941c-8361cc760781} fixme:d3d9:Direct3DShaderValidatorCreate9 stub wine-1.7.49-41-g36a39ce Fedora 22 nouveau/mesa git on NV92 -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #35 from Sergey Isakov <isakov-sl(a)bk.ru> --- Thanks for confirming the bug. I can say that the bug presents with all HeroesVI versions and with all Wine versions including wine-stage. Replacing libraries d3dx*** to native doesn't help. The bug present. The bug is not related to DXTn support. I made it and the bug is still here. The bug seems to be in wined3d.dll interpreting volume textures. I saw that the game assumed XZ slice (up view) while wined3d uses XY slice (front view). May be this is the root. The bug is absent in real Windows 7. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 Stefan Dösinger <stefandoesinger(a)gmx.at> changed: What |Removed |Added ---------------------------------------------------------------------------- CC|stefan(a)codeweavers.com |stefandoesinger(a)gmx.at -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #36 from Sergey Isakov <isakov-sl(a)bk.ru> --- Still the issue with 1.9.10 -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 fjfrackiewicz(a)gmail.com changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |fjfrackiewicz(a)gmail.com --- Comment #37 from fjfrackiewicz(a)gmail.com --- (In reply to Sergey Isakov from comment #36)
Still the issue with 1.9.10
Is this still an issue with Wine 1.9.13? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #38 from Sergey Isakov <isakov-sl(a)bk.ru> --- Created attachment 54986 --> https://bugs.winehq.org/attachment.cgi?id=54986 white places instead of water Tested wine-1.9.13-28-g8bfcd7c. What is the specific reason to ask again? Is there any movement in implementing Volume textures? DXTn textures? All three weird bugs in Heroes VI are still present: 1. White water 2. Flying squares 3. Fall into darkness - play impossible after that. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 Józef Kucia <joseph.kucia(a)gmail.com> changed: What |Removed |Added ---------------------------------------------------------------------------- See Also| |https://bugs.winehq.org/sho | |w_bug.cgi?id=39253 CC| |joseph.kucia(a)gmail.com Summary|White water in Heroes VI |White water in Heroes VI | |(DXTn volume textures) --- Comment #39 from Józef Kucia <joseph.kucia(a)gmail.com> --- The hack from bug 39253 should bring back water rendering. Visual glitches are expected though. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #40 from Sergey Isakov <isakov-sl(a)bk.ru> --- Sorry, no. It will be too simple solution. Tested wine-2.0-rc4-80-gacd6243 + patch from 39253 patching file dlls/wined3d/texture.c patching file dlls/wined3d/utils.c Same picture with white water as before. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #41 from Józef Kucia <joseph.kucia(a)gmail.com> --- Created attachment 56812 --> https://bugs.winehq.org/attachment.cgi?id=56812 Hack (In reply to Sergey Isakov from comment #40)
Same picture with white water as before.
I guess that the hack from bug 39253 is not enough when GL_NV_texture_compression_vtc is not supported. This one might help. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #42 from Sergey Isakov <isakov-sl(a)bk.ru> --- It's a pity same result. Something new in log ----- fixme:d3d:texture3d_upload_data Not supported for block formats. fixme:d3d:texture3d_upload_data Not supported for block formats. fixme:d3d:texture3d_upload_data Not supported for block formats. fixme:d3d:texture3d_upload_data Not supported for block formats. fixme:d3d:texture3d_upload_data Not supported for block formats. fixme:d3d:texture3d_upload_data Not supported for block formats. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 mo78(a)abv.bg changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |mo78(a)abv.bg --- Comment #43 from mo78(a)abv.bg --- Same problem here with Wine 2.8. Water is white and the map is very dark hence it is impossible to play. In the tutorial campaign everything is allright. There are problems when water is present in the level, the first level from the Crag Hack campaign for example. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #44 from mo78(a)abv.bg --- Wine 2.21 - the problem is still here. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #45 from fjfrackiewicz(a)gmail.com --- (In reply to mo78 from comment #44)
Wine 2.21 - the problem is still here.
Have you tried Wine 3.0-rc6? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #46 from mo78(a)abv.bg --- No, is there a patch in 3.0 RC6? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #47 from mo78(a)abv.bg --- Wine 3.0 RC6 the problem is still there and it' worse. Now, in every level where we have water, the textures are very dark. The water still remains white. See the screenshot. If you run level without water, everything is working fine and all the graphics are correct. https://s10.postimg.org/ksh8i80nd/Screenshot_20180118_131553.png -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #48 from mo78(a)abv.bg --- Created attachment 60275 --> https://bugs.winehq.org/attachment.cgi?id=60275 Very dark textures with white water. Wine 2.21 staging and Wine 3.0 RC6 Very dark textures with white water. Wine 2.21 staging and Wine 3.0 RC6. When you try a level without water, all the graphics seem to work properly. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #49 from mo78(a)abv.bg --- Very dark textures with white water. Wine 3.3 staging and Wine 3.3. When you try a level without water, all the graphics seem to work properly. https://s10.postimg.org/mzmpzdq3t/Screenshot_20180304_190124.png -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #50 from mo78(a)abv.bg --- Wine 3.8 - the problem is still here. Ask for some logs I'll provide them. Just say what you need. Please let's get this bug fixed already :) -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 Stefan Dösinger <stefan(a)codeweavers.com> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |stefan(a)codeweavers.com --- Comment #51 from Stefan Dösinger <stefan(a)codeweavers.com> --- Mo78, this bug isn't easy to fix, logfiles won't help. The issue is that there's no equivalent OpenGL functionality for this d3d feature. Now that the S3TC patents expired we can probably write code to decompress the compressed volumes and use uncompressed textures. You are welcome to give it a try :-) -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #52 from mo78(a)abv.bg --- If I could, I would have done it :) Will VK9 help in this this case? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 tokktokk <fdsfgs(a)krutt.org> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |fdsfgs(a)krutt.org -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #53 from mo78(a)abv.bg --- Józef Kucia, aka The Wizard, is capable providing another miracle. I'm sure :) -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #54 from Béla Gyebrószki <gyebro69(a)gmail.com> --- Works for me in Wine 4.0 with Nvidia 415.22.05 Vulkan beta drivers. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #55 from mo78(a)abv.bg --- I can't tri it. With the stable NVIDIA driver 415.22.05 the game starts but the problems described in this topic ar all here. With version 415.22.05 Vulkan Beta the game doesn't start with the following error: 2019-01-24 22:47:22 [ 9] [DEBUG ] : starting launcher if needed X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 151 (GLX) Minor opcode of failed request: 3 (X_GLXCreateContext) Value in failed request: 0x0 Serial number of failed request: 281 Current serial number in output stream: 282 -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #56 from mo78(a)abv.bg --- Hmm, actually all non DXVK games won't start with the Vulkan Beta driver with the exactly same error. I just tried Stalker and Bloom Labyrinth and they doesn't start too. With the stable NVIDIA driver they works without problems at all. Do someone knows what is going on? Arch Linux here. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #57 from Béla Gyebrószki <gyebro69(a)gmail.com> --- https://source.winehq.org/git/wine.git/commit/3d4001f4fc84e73d83caf05550c411... ^ That's the commit which fixed the problem for me. wine-4.0-96-gfee112f90a OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 730/PCIe/SSE2 OpenGL core profile version string: 4.6.0 NVIDIA 415.22.05 -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #58 from mo78(a)abv.bg --- Did it work with the stable NVIDIA driver? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #59 from Béla Gyebrószki <gyebro69(a)gmail.com> --- (In reply to mo78 from comment #58)
Did it work with the stable NVIDIA driver?
I tested with the following Nvidia drivers, all of them rendered water correctly: 410.93 (current stable) 415.22.05 (Vulkan beta) 415.27 (current beta) For the sake of completeness, I tested this bug with the Uplay version of the game on Archlinux using vanilla Wine (git). The following components were installed in the prefix, everything else was set up as built-in: corefonts (needed to launch Uplay) mfc90.dll (needed to start the game) d3dx9_40.dll (missing textures in the main menu with built-in). -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #60 from mo78(a)abv.bg --- Thank you very much. I'll apply the patch and will try it :) -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #61 from Henri Verbeet <hverbeet(a)gmail.com> --- (In reply to mo78 from comment #55)
I can't tri it. With the stable NVIDIA driver 415.22.05 the game starts but the problems described in this topic ar all here. With version 415.22.05 Vulkan Beta the game doesn't start with the following error:
2019-01-24 22:47:22 [ 9] [DEBUG ] : starting launcher if needed X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 151 (GLX) Minor opcode of failed request: 3 (X_GLXCreateContext) Value in failed request: 0x0 Serial number of failed request: 281 Current serial number in output stream: 282
If you didn't reboot yet since updating your OpenGL drivers, I think that's something that's known to cause that particular error with the proprietary NVIDIA drivers. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #62 from mo78(a)abv.bg --- Yes I know and hence I rebooted twice. No go :) -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #63 from Sergey Isakov <isakov-sl(a)bk.ru> --- Created attachment 63375 --> https://bugs.winehq.org/attachment.cgi?id=63375 The water is present Big thanks! The bug is resolved. Tested on wine-4.0. Can be closed resolved. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 Sergey Isakov <isakov-sl(a)bk.ru> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution|--- |FIXED --- Comment #64 from Sergey Isakov <isakov-sl(a)bk.ru> --- The water is transparent and blinking as it should. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #65 from mo78(a)abv.bg --- Can you please start the Crack Hack's campaign? Is everthyng alright there? For me everything is dark with white areas: https://i.postimg.cc/3xn7DZ3b/Screenshot-20180118-131553.png -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #66 from mo78(a)abv.bg --- Anybody tried the Crack Hack's campaign? And would someone tell me if the patch is implemented in Wine 4.0 or there is need to apply it additionaly? Because with vanilla Wine the Crack Hack's campaign is messed up. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #67 from mo78(a)abv.bg --- I made a video. I first start a campaign without water and everything is rendered fine. Then I start Crack Hack's campaign and everything gets very dark and it gets unplayable. Even if you quit that campaign the game still remains bugged. Changing the video settings doesn't help either. So this bug isn't fixed for me. https://youtu.be/jhKIPFqxzw0 -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #68 from mo78(a)abv.bg --- Hello, would someone opt in please? Is that hard to try the campaign and help me? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #69 from Béla Gyebrószki <gyebro69(a)gmail.com> --- (In reply to mo78 from comment #68)
Hello, would someone opt in please? Is that hard to try the campaign and help me?
This bug report was closed as fixed. The problem you are experiencing has already been reported in bug #37705. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 --- Comment #70 from mo78(a)abv.bg --- Ah yes, I didn't realize they are different problems. Thank you very much! -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
https://bugs.winehq.org/show_bug.cgi?id=38274 Alexandre Julliard <julliard(a)winehq.org> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED --- Comment #71 from Alexandre Julliard <julliard(a)winehq.org> --- Closing bugs fixed in 4.1. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.
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