[Bug 14751] New: Max Payne 2: PP effects produce black screen
http://bugs.winehq.org/show_bug.cgi?id=14751 Summary: Max Payne 2: PP effects produce black screen Product: Wine Version: CVS/GIT Platform: PC-x86-64 URL: http://www.rockstargames.com/maxpayne2/mp2_downloads.htm l OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: directx-d3d AssignedTo: wine-bugs(a)winehq.org ReportedBy: liquid.acid(a)gmx.net CC: stefandoesinger(a)gmx.at Hi there, I already mentioned in http://bugs.winehq.org/show_bug.cgi?id=14724 that MP2 breaks even more in current git master (snapshot from today, latest commit is 428fd07e73c08e01f463982fab0d4b4267695b8f). Tested this with ORM=fbo and PPE=medium. The screen simply goes black as soon as PP effects are used. Regression testing between wine-1.1.2 (no such issue there) and 428fd07e73c08e01f463982fab0d4b4267695b8f reveals that this commit introduces the problem: [bc4435e4063c70d0ef2fcc2ab7bb6df3efcfc0e7] wined3d: Use a hashmap to store the ffp shaders. Adding Stefan Dösinger to CC. Greets, Tobias -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 Tobias Jakobi <liquid.acid(a)gmx.net> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |jb.faq(a)gmx.de Keywords| |download, regression -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 --- Comment #1 from Tobias Jakobi <liquid.acid(a)gmx.net> 2008-08-04 18:48:22 --- Created an attachment (id=15275) --> (http://bugs.winehq.org/attachment.cgi?id=15275) Screenshot showing the "darkness" This is with ORM=fbo and PPE=medium. In fact the scene is not rendered completly black, but Max is a bit visible (when positioned correctly, e.g. under a light source). -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 Tobias Jakobi <liquid.acid(a)gmx.net> changed: What |Removed |Added ---------------------------------------------------------------------------- Summary|Max Payne 2: PP effects |Max Payne 2: PP effects |produce black screen |produce (nearly) black | |screen -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 --- Comment #2 from Tobias Jakobi <liquid.acid(a)gmx.net> 2008-08-04 18:58:56 --- Reconfirming this with newest wine git master snapshot. Latest commit id: 9b572170da5f35a80c6bb07ab8ebcda7a854f27f Only shows up with ORM=fbo, NOT with ORM=backbuffer. -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 Tobias Jakobi <liquid.acid(a)gmx.net> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |alexd4(a)inbox.lv -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 Jan Buecken <jb.faq(a)gmx.de> changed: What |Removed |Added ---------------------------------------------------------------------------- CC|jb.faq(a)gmx.de | --- Comment #3 from Jan Buecken <jb.faq(a)gmx.de> 2008-08-04 19:12:27 --- Cannot confirm this on my ati mobility radeon 2600 hd and propritary driver (8.512) Hence I delete me from CC, if you need further info or if you see a way I can help than add me again. -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 --- Comment #4 from Tobias Jakobi <liquid.acid(a)gmx.net> 2008-08-08 17:26:05 --- Created an attachment (id=15353) --> (http://bugs.winehq.org/attachment.cgi?id=15353) max can also be white fooling around a bit with the VT switching and other stuff got me this screen -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 --- Comment #5 from Tobias Jakobi <liquid.acid(a)gmx.net> 2008-08-20 14:59:32 --- I just found out that the issue is dependent on two additional ingame setting: - pixel shader skins - shadow setting The original issue was produced using no pixel shader skins and shadows set to low. However a multitude of other issues arise when fiddling around with the other ingame settings. For example simply setting PSS (pixel shader skins) to medium returns correct rendering of the bullettime effect. Blur effect is still broken, but appearance has also changed. Furthermore with medium shadow rendering gets broken as soon as a transparent object comes into view, like the windows in the hospital room. The screen is nearly black then. However switching into BT mode then produces a correct image. Very weird.... -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 Jan Buecken <jb.faq(a)gmx.de> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |jb.faq(a)gmx.de --- Comment #6 from Jan Buecken <jb.faq(a)gmx.de> 2008-08-20 18:05:15 ---
Furthermore with medium shadow rendering gets broken as soon as a transparent object comes into view, like the windows in the hospital room. The screen is nearly black then. However switching into BT mode then produces a correct image.
Confirming this on ati. Other things mentioned in comment 5 not tested. -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 --- Comment #7 from Alexander Dorofeyev <alexd4(a)inbox.lv> 2008-08-21 13:58:36 --- I checked this on geforce 6100 in git yesterday and finished today (with yesterday's git). I do see the problem. Disabling NPOT extension does not seem to be necessary. But ORM=fbo and Use_GLSL=disabled do appear to be mandatory, both (removing either leads to problem disappearing). PPE settings do not appear to have any effect, it occurs even with PPE=off. Occurs with all Character Shadow settings, but medium and high shadows show rendering errors in different scenes than shadows=low. Also I found out that disabling (commenting out) selection of arbfp_fragment_pipeline in select_fragment_implementation (directx.c) makes the problem go away. This means the problem is somehow related to fixed function replacement shaders (arb backend). But, I can't reproduce this in bc4435e4063c70d0ef2fcc2ab7bb6df3efcfc0e7. Maybe I made some mistake, but, Tobias, are you sure your regression test was right? -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 --- Comment #8 from Tobias Jakobi <liquid.acid(a)gmx.net> 2008-08-22 04:58:46 --- Hmm, I did the bisect with the "character shadows"="low" setting, probably it's a different commit with medium and high setting. I think I have to recheck this, but I won't have the time for it now and from next week on I won't have access to my NV based system (for six weeks) so I think this has to wait. -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 --- Comment #9 from Tobias Jakobi <liquid.acid(a)gmx.net> 2008-10-13 16:44:00 --- Currently taking a (new) look at it. It still happens with wine-1.1.6 (reconfirming there). However Alexander was right. It doesn't depend on NP2 settings, but on GLSL settings (and ORM, but since backbuffer isn't usuable for me I have to stay with FBO here). So ORM=FBO for all checks done here. Post processing effects are set to medium. Enabling GLSL does indeed fix the issues (not the GL errors though). However the PP effects now render fine again. Disable GLSL and everything breaks. I'm going to do a new bisect in the next few days. -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 --- Comment #10 from Jan Buecken <jb.faq(a)gmx.de> 2008-10-16 12:05:11 --- Hi, tested the follwing with git today on ati: MP2-Demo: ORM=fbo or backbuffer (no difference!), PPE=medium All seems to be good (bullet-time) but a completly black screen occurs if motion-blur is used. For example the first video sequence after you start controlling the character in the hospital is black. I want to draw attention to the fact that this is independent if fbo or backbuffer is used. And this doesn't append on the the GLSL setting in the registry. -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 Jan Buecken <jb.faq(a)gmx.de> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1 --- Comment #11 from Jan Buecken <jb.faq(a)gmx.de> 2008-10-16 12:05:43 --- *** This bug has been confirmed by popular vote. *** -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 --- Comment #12 from Tobias Jakobi <liquid.acid(a)gmx.net> 2008-10-20 13:39:28 --- Now bisecting between wine-1.1.2 and wine-1.1.3 again. wine settings: GLSL=disabled ORM=fbo ingame settings: PPE=medium PSS=off mirrors=off The interesting option is 'character shadows'. When CS=low, then the issue only appears when enabling PP through e.g. bullettime or motion blur (in cutscenes). When switching it to medium (or high), the issue becomes different. Now transparent surfaces like the windows in the hospital room seem to trigger the "blackout" effect. In fact switching into bullettime mode restores the vision while the effect is active. Switch out of bullettime and the screen is black again. So, I'm going to bisect once with CS=low between 1.1.2 and 1.1.3 and again with CS=medium. -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 --- Comment #13 from Tobias Jakobi <liquid.acid(a)gmx.net> 2008-10-23 15:56:41 --- Getting weird results for this bisect. Bisect again shows commit bc4435e4063c70d0ef2fcc2ab7bb6df3efcfc0e7 from 2008-07-31 (wined3d: Use a hashmap to store the ffp shaders). But manually checking out this version, testing it, then reverting the patch doesn't change a bit. So this commit is GOOD. Now manually checking: commit 2d6d8795624b95e654d712e1958dd631df46dcfc ( wined3d: Handle CTXUSAGE_BLIT with offscreen targets and FBO ORM) That one is BAD. Bisecting between those and this commit is the faulty one: [14b24058d69d73ebf6b70bc36c8aa62993351079] wined3d: GL_ARB_fragment_program ffp implementation. Verified this by checking out 14b24058d69d73ebf6b70bc36c8aa62993351079, testing, reverting the patch and testing again. Another verification done with git master and patching select_fragment_implementation in directx.c such that always nvts_fragment_pipeline is returned (NV35 hw here). Also fixes the issues. So the bug is inside the (relatively new) arbfp_fragment_pipeline implementation. @stefand: Any idea how to track this down? Greets, Tobias -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 Tobias Jakobi <liquid.acid(a)gmx.net> changed: What |Removed |Added ---------------------------------------------------------------------------- Summary|Max Payne 2: PP effects |Max Payne 2: PP effects |produce (nearly) black |produce black screen in ARB |screen |mode -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 Tobias Jakobi <liquid.acid(a)gmx.net> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution| |FIXED --- Comment #14 from Tobias Jakobi <liquid.acid(a)gmx.net> 2008-11-03 13:28:46 --- This seems to be fixed with latest git master. I suspect it's this commit by stefand: http://source.winehq.org/git/wine.git/?a=commit;h=8b38533f691154b889f92ab872... Thanks Stefan! :) Resolving to FIXED. -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 Alexandre Julliard <julliard(a)winehq.org> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED --- Comment #15 from Alexandre Julliard <julliard(a)winehq.org> 2008-11-07 10:46:59 --- Closing bugs fixed in 1.1.8. -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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.
http://bugs.winehq.org/show_bug.cgi?id=14751 Austin English <austinenglish(a)gmail.com> changed: What |Removed |Added ---------------------------------------------------------------------------- Version|CVS/GIT |unspecified -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email 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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