[Bug 38751] New: El Matador has rendering issues with anti-aliasing enabled
https://bugs.winehq.org/show_bug.cgi?id=38751 Bug ID: 38751 Summary: El Matador has rendering issues with anti-aliasing enabled Product: Wine Version: 1.7.45 Hardware: x86 URL: http://www.gamershell.com/download_15088.shtml OS: Linux Status: NEW Keywords: download, regression Severity: normal Priority: P2 Component: directx-d3d Assignee: wine-bugs(a)winehq.org Reporter: gyebro69(a)gmail.com CC: stefan(a)codeweavers.com Regression SHA1: 4e53faf77b34387f6e59946f71e57365f3f97e79 Distribution: --- Created attachment 51671 --> https://bugs.winehq.org/attachment.cgi?id=51671 terminal output When in-game anti-aliasing is enabled lots of the textures are missing or rendered incorrectly. AA can be enabled/disabled in the launcher (pc_matador.exe) Regression introduced by commit 4e53faf77b34387f6e59946f71e57365f3f97e79 Author: Stefan Dösinger <stefan(a)codeweavers.com> Date: Tue Jun 9 22:48:14 2015 +0200 wined3d: Disable the depth stencil on multisample mismatch. Nvidia GeForce 250 / binary drivers 340.76 -- 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=38751 --- Comment #1 from Béla Gyebrószki <gyebro69(a)gmail.com> --- Created attachment 51672 --> https://bugs.winehq.org/attachment.cgi?id=51672 screenshot -- 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=38751 Béla Gyebrószki <gyebro69(a)gmail.com> changed: What |Removed |Added ---------------------------------------------------------------------------- Summary|El Matador has rendering |El Matador, Exodus from the |issues with anti-aliasing |Earth have rendering issues |enabled |when anti-aliasing enabled --- Comment #2 from Béla Gyebrószki <gyebro69(a)gmail.com> --- The same commit breaks rendering in the game 'Exodus from the Earth' when AA is enabled: every object in the game and in the cutscenes are semi-transparent. wine-1.7.49-41-g36a39ce -- 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=38751 --- Comment #3 from Stefan Dösinger <stefan(a)codeweavers.com> --- Yay, don't tell me this game magically needs mismatched depth stencils to work like they do on ATI cards. (Nvidia cards behave like Wine). Might have some relation to nvapi / RESZ in the sense that the game doesn't resolve the depth buffer but magically gets the right thing by using the "wrong" buffer. (Note that these are fairly uninformed guesses, I haven't tested the game yet) -- 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=38751 --- Comment #4 from Stefan Dösinger <stefan(a)codeweavers.com> --- Created attachment 52080 --> https://bugs.winehq.org/attachment.cgi?id=52080 wined3d: Handle multisample_quality if type == MULTISAMPLE_NON_MASKABLE. Actually it is much simpler. We have an ancient line that sets multisample_quality = 0 for new surfaces, but no equivalent line that sets it to 0 for the backbuffer when device::reset is called. The patch removes this old hack and creates a multisampled renderbuffer for non-maskable multisampling. It needs tests. I'll get to it after finishing the ddraw color key precision 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=38751 --- Comment #5 from Béla Gyebrószki <gyebro69(a)gmail.com> --- (In reply to Stefan Dösinger from comment #4)
Created attachment 52080 [details] wined3d: Handle multisample_quality if type == MULTISAMPLE_NON_MASKABLE.
Actually it is much simpler. We have an ancient line that sets multisample_quality = 0 for new surfaces, but no equivalent line that sets it to 0 for the backbuffer when device::reset is called.
The patch removes this old hack and creates a multisampled renderbuffer for non-maskable multisampling. It needs tests. I'll get to it after finishing the ddraw color key precision test...
The patch fixes the rendering issues in both games, thanks. -- 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=38751 Béla Gyebrószki <gyebro69(a)gmail.com> changed: What |Removed |Added ---------------------------------------------------------------------------- Fixed by SHA1| |b471b217b28c8ffbb41015e4cc3 | |b62e6ee7a9c1c Status|NEW |RESOLVED Resolution|--- |FIXED --- Comment #6 from Béla Gyebrószki <gyebro69(a)gmail.com> --- The patch was committed: http://source.winehq.org/git/wine.git/commit/b471b217b28c8ffbb41015e4cc3b62e... -- 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=38751 Alexandre Julliard <julliard(a)winehq.org> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED --- Comment #7 from Alexandre Julliard <julliard(a)winehq.org> --- Closing bugs fixed in 1.7.51. -- 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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