http://bugs.winehq.org/show_bug.cgi?id=14994
Summary: Haskell's removeDirectoryRecursive fails on Wine
Product: Wine
Version: CVS/GIT
Platform: Other
OS/Version: other
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: jeffzaroyko(a)gmail.com
Created an attachment (id=15616)
--> (http://bugs.winehq.org/attachment.cgi?id=15616)
testcase
attached is a test executable which does the shell equivalent of
mkdir -p wine-bug/1
touch wine-bug/1/xyz
rm -rf wine-bug
Works fine on Windows XP, fails under wine-1.1.2-551-g34aa6b7 with the message
"Directory not empty"
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http://bugs.winehq.org/show_bug.cgi?id=14913
Summary: Regression: Dawn of war, transperent characters become
invisable
Product: Wine
Version: 1.1.2
Platform: PC-x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: ninja.gofer(a)gmail.com
Regression in current git version since 1.1.2. Chracters in the game that are
opaque, such as infiltartors, have become compleatly invisable. and cannot be
seen.
This only happens in certain maps, such as "deadman's crossing", but onces the
effect of the bug has kicked in, it will happen on all maps after that, until
you restart the game.
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http://bugs.winehq.org/show_bug.cgi?id=14781
Summary: Kontakt, Kore Player: crash on start
Product: Wine
Version: CVS/GIT
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: user32
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: martin.profittlich(a)gmx.de
Created an attachment (id=15319)
--> (http://bugs.winehq.org/attachment.cgi?id=15319)
Let RegisterDeviceNotificationW behave like RegisterDeviceNotificationA
Kontakt 3.0.2, Kore Player 2.0.3 and probably more applications from Native
Instruments crash on startup.
Both apps call RegisterDeviceNotificationW() before crashing. This is a stub
and always returns 0 (=failure). RegisterDeviceNotificationA() behaves
differently and returns a fake handle. When I change
RegisterDeviceNotificationW() to match RegisterDeviceNotificationA()'s
behavior, both apps work as expected (see patch).
Demo versions of those applications can be downloaded from
www.native-instruments.com, but you need to register to obtain a download link.
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http://bugs.winehq.org/show_bug.cgi?id=14779
Summary: Painkiller regression - Make game crash
Product: Wine
Version: CVS/GIT
Platform: PC
URL: http://www.painkillergame.com/
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: tlarhices(a)gmail.com
Created an attachment (id=15316)
--> (http://bugs.winehq.org/attachment.cgi?id=15316)
Output in the terminal when crashing
In latest version of wine, painkiller doesn't start anymore. It output some
lines in the terminal (see attached log) and exit.
I did a regression test, and the problem comes from this patch :
54ae3ebfd4bc6fab1e322b92fe84909535f9f26e is first bad commit
commit 54ae3ebfd4bc6fab1e322b92fe84909535f9f26e
Author: H. Verbeet <hverbeet(a)gmail.com>
Date: Wed Jul 9 17:59:39 2008 +0200
wined3d: Destroy depth_blt resources in the backend's destructor.
No need to expose this in the interface.
:040000 040000 b94c1412e2d815f4abda0a5a013d9470975c12ec
dad8c29b5afcb77f83d1b6b1f34ab9e3567deb94 M dlls
To reproduce the bug, simply start painkiller and it will crash before
displaying the introduction screen.
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http://bugs.winehq.org/show_bug.cgi?id=14773
Summary: Adobe Photoshop CS3 crashes at startup on unimplemented
function gdiplus.dll.GdipGetFontHeight, GdipGetFontStyle
Product: Wine
Version: CVS/GIT
Platform: Other
URL: http://adobe.com
OS/Version: other
Status: NEW
Keywords: download
Severity: normal
Priority: P2
Component: gdiplus
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dank(a)kegel.com
Adobe Photoshop CS3 crashes on startup (after the trial dialog), complaining
wine: Call from 0x7b840ed0 to unimplemented function
gdiplus.dll.GdipGetFontHeight, aborting
wine: Call from 0x7b840ed0 to unimplemented function
gdiplus.dll.GdipGetFontStyle, aborting
(plus
wine: Call from 0x7b840ed0 to unimplemented function gdiplus.dll.GdipGetFamily,
aborting
but that one is already entered as bug 14422.)
winetricks gdiplus gets past this and lets you actually start the trial app.
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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
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http://bugs.winehq.org/show_bug.cgi?id=14744
Summary: Burning Sea: draw regression under alpha UI elements
Product: Wine
Version: CVS/GIT
Platform: PC-x86-64
OS/Version: other
Status: UNCONFIRMED
Severity: trivial
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: adam.torgerson(a)colorado.edu
CC: stefan(a)codeweavers.com
I recently noticed when upgrading Wine from 1.1.0 to 1.1.2 that a drawing
glitch is encountered under Pirates of the Burning Sea. There is a very bad
flickering under alpha-blended UI elements and also on in general on the sea.
I've done a git bisect and it looks like this is the patch that caused it:
http://source.winehq.org/git/wine.git/?a=commitdiff;h=2d4d18b59dc26b8aee045…
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http://bugs.winehq.org/show_bug.cgi?id=14738
Summary: Sacred Underworld crashes when opening a lan game
Product: Wine
Version: CVS/GIT
Platform: PC-x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: kgbricola(a)web.de
Created an attachment (id=15232)
--> (http://bugs.winehq.org/attachment.cgi?id=15232)
Sacred Underworld crash output when opening a lan game
Sacred Underworld crashes when clicking "Multiplayer" -> "Local Network". The
game version is 2.28.
System:
- Fedora 9 x86_64 (2.6.25.11-97.fc9.x86_64)
- NVIDIA Geforce 8800GTS, proprietary driver 173.14.09
- Firewall disabled
The game runs fine in single player mode. There is a demo version available but
I think it doesn't have the multiplayer part.
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http://bugs.winehq.org/show_bug.cgi?id=14724
Summary: Max Payne 2: PP effect performance (ORM=fbo)
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: onety-three(a)gmx.net
Hi,
this bug is about performance issues with post-processing (PP) effects in the
demo of the game "Max Payne 2".
This bug is only about issues that happen when OffscreenRenderingMode is set to
fbo. Please don't report issues with backbuffer or pbuffer mode here.
This is a split from this bug:
http://bugs.winehq.org/show_bug.cgi?id=14038
Furthermore the bug should only focus on performance issues, since there are a
lot more issues with PP effects, which are not related to performance.
The problem mostly seems to happen on nvidia Geforce FX 5xxx series cards.
Where are PP effect used in the game:
- Bullettime mode is using a sepia tone filter
- Cutscenes are motion blurred
What is BAD performance: One frame rendered every 5 seconds, which makes the
game essentially unplayable.
While cutscenes can be skipped, bullettime is crucial for the game and I'm sure
there is noone out there who has finished it without using the feat.
There are two PP effect modes selectable ingame:
(i) medium (which is the better working one)
(ii) high (this is the more problematic one)
The issue itself:
PP effects used in the game lead to severe slowdowns, resulting in BAD
performance (as described above).
People confirming the problem:
(i) Me, with a Geforce FX 5900
(ii) Frank Roscher, with a GeForce FX 5700
Driver versions:
(i) Currently I have version 173.14.09 installed, but the problem also existed
with nvidia-drivers-100.14.19
(ii) Frank has reported the problem with driver version 169.12
Possible reasons for the slowdown:
The nvidia Geforce FX 5xxx series does report OpenGL 2.0 capabilities in the
glxinfo, but does NOT explicitly advertise the GL_ARB_npot in the extension
string.
The only NPOT-like extension advertised is the texture_rectangle one.
OpenGL 2.0 support however implies support of GL_ARB_npot, since this one is
now in core. Stefan Dösinger comments on that behaviour in
http://bugs.winehq.org/show_bug.cgi?id=14038#c28
According to him the FX hits a (slower) software fallback as soon as the
ARB_npot/"unconditional NP2 support" extension is used.
That also seems to be the core of the problem. Wine should not use
unconditional NP2 for the FX and instead of the (conditional) texture_rectangle
support, which should be supported by the FX in hardware.
New problems arise in latest git master when disabling usage of NP2 in
directx.c (by commenting out the line with the extension).
I will comment on these (new) problems later.
----------------------------------------------------------------------------
But first, some HISTORY about the problem:
With PPE (PP effects) = medium (and a resolution of 800x600):
wine-0.9.25: Performance in bullettime is OK, but visuals are suffering from
cropping bug (*) and room-disconnection errors (**)
---- somewhere here the cropping bug is solved for fbo ----
wine-0.9.45: Performance in bullettime is OK, visuals are also OK (no cropping,
no room-disconnections)
But there is a problem with intro and outro videos (those are not rendered
fullscreen and leave a lot of black borders around them)
wine-0.9.56: Performance in bullettime is OK, visuals also OK
No problems with intro/outro videos
---- somewhere here is currently the best version to play MP2 ----
wine-1.0.0: Performance in bullettime is OK, visuals also OK
texture_shader FIXMEs flooding the console (not only in scenes with PP effects)
wine-1.1.0: Same like wine-1.0.0
wine-1.1.1: Same like wine-1.0.0, furthermore in scenes with PP effects (not
only bullettime) these FIXMEs flood the console (I filtered the ones about
nvts):
fixme:d3d_surface:read_from_framebuffer_texture >>>>>>>>>>>>>>>>>
GL_INVALID_ENUM (0x500) from glReadBuffer @ surface.c / 913
fixme:d3d_shader:shader_arb_deselect_depth_blt >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glDisable(GL_VERTEX_PROGRAM_ARB) @
arb_program_shader.c / 1840
wine-1.1.2: Performance in bullettime is BAD (same applies to PP effects in
cutscenes), visuals however are OK
nvts FIXMEs are gone, but there are new ones which are generated while PP
effects are displayed on screen:
fixme:d3d_surface:read_from_framebuffer_texture >>>>>>>>>>>>>>>>>
GL_INVALID_ENUM (0x500) from glReadBuffer @ surface.c / 920
wine git master from 2.8.2008: Performance like wine-1.1.2, visuals are now
completly broken - the screen goes black after going into bullettime, returns
to normal view after bullettime is over (takes some time after pressing the bt
key again). The FIXMEs from wine-1.1.2 are still there.
We see here that MP2 is gradually broken.
(*): For the cropping bug see: http://bugs.winehq.org/show_bug.cgi?id=14686
(**): A screenshot is going to be attached
----------------------------------------------------------------------------
With PPE (PP effects) = high (and a resolution of 800x600):
wine-0.9.25: Performance is BAD, sepia filter is correctly applied, but game
suffers again from the room-disconnection bug, no cropping issue here.
Cutscenes however are rendered incorrectly, looks like some sort of zooming is
going on.
wine-0.9.45: Performance is OK, both bullettime and cutscenes are rendered
correctly (no room-disconnections, sepia filter correct, motion blur working),
BUT:
As soon as PP effects are used the used screen content is shrinked to a subarea
of the original screen. Note that this is NOT a cropping effect, it's just that
the rendered pictures are now confined in the subarea.
Like with PPE=medium the intro/outro videos are rendered incorrectly.
Apart from that this is the best version if you wanna use high PP effects.
---- rendering breaks by introducing commit
d09cbcec91561186bee77aaba55b29cbf2d7e7ef ----
wine-0.9.56: This one has broken rendering. Performance is still OK, but as
soon as bullettime is enabled the screen is filled with a solid color.
HOWEVER cutscenes (which also use postprocessing) work without problems.
Cutscenes are rendered with motion blur, no cropping and GOOD performance.
wine-1.0.0: Like wine-0.9.56 but the nvts FIXME flooding is introduced.
Cutscenes still working perfectly, but bt is broken.
wine-1.1.0: Same like wine-1.0.0
wine-1.1.1: Same like wine-1.0.0, but now these FIXMEs flood the console as
soon as PP effects are used:
fixme:d3d_surface:read_from_framebuffer_texture >>>>>>>>>>>>>>>>>
GL_INVALID_ENUM (0x500) from glReadBuffer @ surface.c / 913
fixme:d3d_shader:shader_arb_deselect_depth_blt >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glDisable(GL_VERTEX_PROGRAM_ARB) @
arb_program_shader.c / 1840
---- commit c088edeae7fed4645fa3f34fb5bacc1eeaa87706 from Stefan Dösinger
fixes the bt sepia filter but introduces the major slowdowns ----
wine-1.1.2: Bullettime PP is restored, but performance is BAD now. Cutscene PP
has the same issues now, it suffers from major slowdown. As soon as PP effects
are used I see these FIXMEs on console:
fixme:d3d_surface:read_from_framebuffer_texture >>>>>>>>>>>>>>>>>
GL_INVALID_ENUM (0x500) from glReadBuffer @ surface.c / 920
The nvts FIXMEs are gone with this version.
wine git master from 2.8.2008: Breaks even more, as soon as PP effects are on
screen the screen goes black. Leaving bt restores the scene, but when canceling
cutscenes the scenes stays black. I have to enter bt and leave it again to
restore the view. Very strange.
----------------------------------------------------------------------------
This concludes my current research (for now).
Greets,
Tobias
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http://bugs.winehq.org/show_bug.cgi?id=14716
Summary: distant objects not obscured by fog in bf1942
Product: Wine
Version: CVS/GIT
Platform: Other
OS/Version: other
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: jeffzaroyko(a)gmail.com
When looking into the distance, objects such as trees or shrubs do not appear
to be obscured by fog. See attachment.
Reverting the commit 14b24058d69d73ebf6b70bc36c8aa62993351079
wined3d: GL_ARB_fragment_program ffp implementation.
Author: Stefan Dösinger <stefan <at> codeweavers.com>
makes the objects display correctly.
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