http://bugs.winehq.org/show_bug.cgi?id=1660
Ken Sharp <kennybobs(a)o2.co.uk> changed:
What |Removed |Added
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CC| |kennybobs(a)o2.co.uk
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--- Comment #19 from Ken Sharp <kennybobs(a)o2.co.uk> 2009-03-31 00:52:33 ---
Created an attachment (id=20220)
--> (http://bugs.winehq.org/attachment.cgi?id=20220)
Wine 1.1.18 console output
Tested the Multiplayer Demo without the videos in Wine 1.1.18 and same
unhandled page fault.
"winetricks directx9" allows the game to load slightly further (according to
the console) but an unhandled exception occurs anyway during what appears to be
a call to the networking DLLs.
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http://bugs.winehq.org/show_bug.cgi?id=6851
--- Comment #12 from Vincent Povirk <madewokherd(a)gmail.com> 2009-03-30 23:21:41 ---
Testing on windows in a python console shows that DefWindowProcA(hwnd,
WM_SYSCOMMAND, SC_SCREENSAVE, 0) does activate the screensaver if one is set
and I use a real hwnd.
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http://bugs.winehq.org/show_bug.cgi?id=1129
Ken Sharp <kennybobs(a)o2.co.uk> changed:
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CC| |kennybobs(a)o2.co.uk
--- Comment #14 from Ken Sharp <kennybobs(a)o2.co.uk> 2009-03-30 23:18:51 ---
Tested with Wine 1.1.18 and it all looked pretty good. There were a few areas
for me where the ground appeared black, but nothing major.
I did have one unhandled exception but I believe that this was related to
mciseq, and I couldn't recreate it anyway.
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http://bugs.winehq.org/show_bug.cgi?id=7284
--- Comment #38 from Tobias Jakobi <liquid.acid(a)gmx.net> 2009-03-30 19:00:35 ---
@Jan: What shading backend did you use for testing this with wine? GLSL or ARB?
This looks definitely interesting. The linux ATI driver seems to implement the
NaN behaviour from native D3D.
Well, I think it's pretty much random how this could turn out, since it's
nowhere defined how NaN is mapped....
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http://bugs.winehq.org/show_bug.cgi?id=8436
--- Comment #20 from Austin English <austinenglish(a)gmail.com> 2009-03-30 18:50:34 ---
(In reply to comment #19)
> Austin English how do i do that ? I've asked you the same in other bug report
> and well, you didn't really reply
>
Sorry, must've missed it. If you installed a binary, look for a -dev or -debug
package and install it. You should see source code lines in the backtrace.
If not, you'll have to compile from source.
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--- Comment #37 from Jan Buecken <jb.faq(a)gmx.de> 2009-03-30 18:45:01 ---
With Tobias advice, I have done the following on a
Ati Radeon HD 2600 (Mobility)
(Gentoo (amd64): 8.593 = Catalyst 9.3 driver)
(Windows Vista (32bit): 8.441.0.0)
on gentoo:
installed crossdev (emerge crossdev; crossdev -t i686-mingw32)
cd in the git-sources
applied the "rcp of 0 testcase" - patch
Run ./configure in the git-sources
cd in dlls/d3d8/tests
make crosstest
#wine d3d8_crosstest.exe visual
err:wgl:get_render_type_from_fbconfig Unknown render_type: 0
err:wgl:get_render_type_from_fbconfig Unknown render_type: 0
fixme:d3d:IWineD3DImpl_FillGLCaps OpenGL implementation supports 16 vertex
samplers and 16 total samplers
fixme:d3d:IWineD3DImpl_FillGLCaps Expected vertex samplers + MAX_TEXTURES(=8) >
combined_samplers
fixme:win:EnumDisplayDevicesW ((null),0,0x66f530,0x00000000), stub!
err:wgl:X11DRV_wglGetPixelFormatAttribivARB unexpected RenderType(8)
err:wgl:X11DRV_wglGetPixelFormatAttribivARB unexpected RenderType(8)
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to
SetDepthStencilSurface
fixme:d3d_draw:drawPrimitive Using software emulation because manual fog
coordinates are provided
fixme:d3d_surface:surface_load_ds_location (0x13e228) Not supported with fixed
up depth stencil
fixme:d3d_surface:surface_load_ds_location (0x13e228) Not supported with fixed
up depth stencil
fixme:d3d_surface:surface_load_ds_location (0x13e228) Not supported with fixed
up depth stencil
fixme:d3d_surface:surface_load_ds_location (0x13e228) Not supported with fixed
up depth stencil
fixme:d3d_surface:read_from_framebuffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION
(0x502) from glReadPixels @ surface.c / 875
visual.c:1344: Test failed: Operation DOTPRODUCT2 returned color 0x0014ff14,
expected 0x00999999
fixme:d3d_surface:read_from_framebuffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION
(0x502) from glReadPixels @ surface.c / 875
visual.c:1344: Test failed: Operation MULTIPLYADD returned color 0x00cc99cc,
expected 0x00ff3300
fixme:d3d_surface:read_from_framebuffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION
(0x502) from glReadPixels @ surface.c / 875
visual.c:1344: Test failed: Operation LERP returned color 0x0014ff14, expected
0x00003333
visual: 350 tests executed (0 marked as todo, 3 failures), 0 skipped.
on windows:
#d3d8_crosstest.exe visual
visual.c:1014: Tests skipped: D3DFMT_P8 textures not supported
visual: 300 tests executed (0 marked as todo, 0 failures), 1 skipped.
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--- Comment #19 from Tymoteusz Paul <puciek(a)gmail.com> 2009-03-30 17:28:42 ---
Austin English how do i do that ? I've asked you the same in other bug report
and well, you didn't really reply
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--- Comment #18 from Austin English <austinenglish(a)gmail.com> 2009-03-30 17:25:09 ---
(In reply to comment #16)
> Created an attachment (id=20208)
--> (http://bugs.winehq.org/attachment.cgi?id=20208) [details]
> Backtrace of crash
>
Can you attach a backtrace with debugging symbols installed?
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Austin English <austinenglish(a)gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Attachment #20208|application/octet-stream |text/plain
mime type| |
Attachment #20208|wine.log |wine.txt
filename| |
--- Comment #17 from Austin English <austinenglish(a)gmail.com> 2009-03-30 17:23:31 ---
(From update of attachment 20208)
Please use plain text extension.
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