http://bugs.winehq.org/show_bug.cgi?id=21399
Summary: iDailyDiary window-drawing problem
Product: Wine
Version: 1.1.36
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: tkalix(a)gmx.de
Created an attachment (id=25765)
--> (http://bugs.winehq.org/attachment.cgi?id=25765)
Example dialog from iDD with frame missing.
When using iDailyDiary the application is working fine, but most of the dialogs
that come up during usage have part of the frame missing (See attached
screenshot).
I have played a bit with different settings, but nothing worked (Win-version
etc)
It did work fine with Wine 1.0.1.
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http://bugs.winehq.org/show_bug.cgi?id=21350
Summary: SSF Sega Saturn Emulator displays
"SetThreadAffinityMask() error" dialog box
Product: Wine
Version: 1.1.36
Platform: x86
URL: http://www7a.biglobe.ne.jp/~phantasy/ssf/files/SSF_011
_alpha_R2.zip
OS/Version: Linux
Status: NEW
Keywords: download
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: arethusa26(a)gmail.com
With wine-1.1.36-37-gdbd7657, launching SSF.exe results in the main window
being displayed, with a subsequent error dialog box being shown:
"SetThreadAffinityMask() error.
File : ./main.cpp
Line : 1222
Function : WinMain"
The expected behavior, in the case of no available CD media, is for the
application to simply close after showing the main window. A +relay log shows:
0009:Call
KERNEL32.CreateThread(00000000,00100000,004149f0,00000000,00000004,0033cc28)
ret=0040c891
0009:Ret KERNEL32.CreateThread() retval=00000068 ret=0040c891
0009:Call KERNEL32.SetThreadAffinityMask(00000068,00000001) ret=0040c8d5
0009:Ret KERNEL32.SetThreadAffinityMask() retval=00000000 ret=0040c8d5
0009:Call KERNEL32.GetLastError() ret=00623a82
0009:Ret KERNEL32.GetLastError() retval=00000005 ret=00623a82
When I trace +server I see:
0009: new_thread( access=001f03ff, attributes=00000000, suspend=1,
request_fd=17 )
0009: new_thread() = 0 { tid=001b, handle=0068 }
0009: get_thread_info( handle=0068, tid_in=0000 )
0009: get_thread_info() = 0 { pid=0008, tid=001b, teb=00000000,
affinity=ffffffffffffffff, creation_time=1ca9445a829cb12 (-0.0001510),
exit_time=0, exit_code=259, priority=0, last=0 }
0009: set_thread_info( handle=0068, mask=2, priority=0, affinity=00000001,
token=0000 )
0009: set_thread_info() = ACCESS_DENIED
which all happens before:
001b: *fd* 19 <- 34
001b: *fd* 21 <- 35
001b: init_thread( unix_pid=21045, unix_tid=21068, debug_level=1, teb=7ffd4000,
entry=004149f0, reply_fd=19, wait_fd=21, cpu=x86 )
...
The return code seems to come from (set_thread_affinity() in server/thread.c):
#ifdef HAVE_SCHED_SETAFFINITY
if (thread->unix_tid != -1)
{
/* ... */
}
else set_error( STATUS_ACCESS_DENIED );
#else
/* ...*/
My guess is that somehow there is an attempt to set the thread affinity for the
suspended thread that happens before the thread data (unix_tid) is fully
initialized. If I add a Sleep(1000) statement in SetThreadAffinityMask, the
problem seems to vanish.
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http://bugs.winehq.org/show_bug.cgi?id=21336
Summary: wine's valgrind annotations for large heap realloc
yield false positives
Product: Wine
Version: 1.1.36
Platform: x86
OS/Version: Linux
Status: NEW
Keywords: source
Severity: normal
Priority: P2
Component: ntdll
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dank(a)kegel.com
Spotted and diagnosed by Lei Zhang.
http://build.chromium.org/buildbot/waterfall.fyi/builders/Chromium%20Linux%…
has the error
Syscall param write(buf) points to uninitialised byte(s)
...
Address 0x20350024 is 4 bytes inside a block of size 1,428,736 alloc'd
at RtlReAllocateHeap (heap.c:247)
The problem is the heap annotations after realloc_large_block.
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http://bugs.winehq.org/show_bug.cgi?id=21299
Summary: Thief: whole screen flicks in time of weapon blinking
Product: Wine
Version: 1.1.36
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: eugene.shalygin(a)gmail.com
When Garret activate any weapon or item which blik or shine in slot (sword,
blackjack, compas, ..) the item seems to not shines or blinks but instead of
that the whole screen changes brightness in time of that blinking or shining.
When item or weapon deactivated, screen blinking desappears
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http://bugs.winehq.org/show_bug.cgi?id=21145
Summary: cmd if /I unsupported
Product: Wine
Version: 1.1.35
Platform: x86
OS/Version: Linux
Status: NEW
Keywords: download, testcase
Severity: normal
Priority: P2
Component: programs
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: austinenglish(a)gmail.com
/i should do a case insensitive search, so:
IF /i bar==BAR echo bar1
should return 'bar1'. On wine, fails.
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http://bugs.winehq.org/show_bug.cgi?id=21106
Summary: RPC clients that connect via ncacn_ip_tcp to a Windows
RPC server are broken
Product: Wine
Version: 1.1.35
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: rpc
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: winesku(a)googlemail.com
CC: robertshearman(a)gmail.com
Created an attachment (id=25343)
--> (http://bugs.winehq.org/attachment.cgi?id=25343)
Call Stack in 1.1.35 when things go awry
With version 1.1.35, all my RPC clients that work over ncacn_ip_tcp to connect
to a windows server don't work anymore. Things still worked without any
problems in version 1.1.34. The problem is, that now with version 1.1.35, every
RPC fails because NdrClientCall2 returns ERROR_NOT_ENOUGH_SERVER_MEMORY (1130,
"Not enough server storage is available to process this command"). I have
debugged this and things start to fail when NdrClientCall2 is in the
PROXY_GETBUFFER phase. There it calls into the following call stack
rpcrt4_conn_tcp_read at rpc_transport.c 1452
rpcrt4_conn_read at rpc_binding.h 77
RPCRT4_default_receive_fragment at rpc_message.c 1297
RPCRT4_receive_fragment at rpc_message.c 1363
RPCRT4_ReceiveWithAuth at rpc_message.c 1396
RPCRT4_Receive at rpc_message.c 1553
I_RpcReceive at rpc_message.c 1851
I_RpcSendReceive at rpc_message.c 1911
NdrSendReceive at ndr_clientserver.c 214
NdrClientCall2 at ndr_stubless.c 747
Please also see my attachments to this issue with screenshots of the debugger
when things go wrong in 1.1.35 and the same situation in 1.1.34 where things
worked. I will also attach a couple binaries to easily repro the problem.
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http://bugs.winehq.org/show_bug.cgi?id=20790
Summary: Diagnet generates OLE error 80004002
Product: Wine
Version: 1.1.33
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: critical
Priority: P3
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: shapiro.ezra(a)gmail.com
CC: shapiro.ezra(a)gmail.com
Diagnet was previously working in Ubuntu 9.04 (about a month ago). Currently,
on the same computer on which it was working, it is no longer working, and also
on a new installation of 9.10 it is not working. When launching the program,
it shows an error box that says, "OLE error 80004002." After pressing OK, the
program opens a box from which you can exit, but you cannot open the files
associated with the program. Diagnet is used for medical purposes and there is
no other program of its kind that I know of.
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http://bugs.winehq.org/show_bug.cgi?id=20469
Summary: Dragon Age: Origins: Texture glitches (textures
frequently switching from visible to black)
Product: Wine
Version: 1.1.32
Platform: PC-x86-64
URL: http://blog.bioware.com/2009/10/13/character-creator-a
nd-the-bioware-social-network/
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: benedikt.morbach(a)googlemail.com
Created an attachment (id=24354)
--> (http://bugs.winehq.org/attachment.cgi?id=24354)
Wine output
In the Dragon Age: Origins character creator the textures and the whole screen
are frequently flickering black.
The higher the graphics detail, the more often it happens.
If the detail is set to low, it happens more seldom, but the problem stays
As the charakter creator uses the game engine, this would also prevent people
from playing the "real game" when it is released.
The application can be downloaded at the given link.
In case it matters (as it is a graphics problem) graphics card is nvidia,
driver version 190.42
Note: The log is full of
"fixme:d3d:transform_projection >>>>>>>>>>>>>>>>> GL_INVALID_VALUE (0x501) from
glOrtho @ state.c / 3872"
I removed 10400 of those lines to keep the size down
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http://bugs.winehq.org/show_bug.cgi?id=19625
Summary: Oblivion: flickering shadows (regression)
Product: Wine
Version: 1.0-rc2
Platform: PC-x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: taedium_vitae(a)eml.cc
Created an attachment (id=22896)
--> (http://bugs.winehq.org/attachment.cgi?id=22896)
Flickering shadows screenshot
With the video driver/description patch enabled, shadows in Oblivion worked
correctly until wine-1.1.21.Now they still work, but they flicker and look very
glitchy.This has been tested up to 1.1.27, and the bug still persists.
Here is the regression report:
2cb8f42168aa9b00b8dd511a6e5828b45088cbba is first bad commit
commit 2cb8f42168aa9b00b8dd511a6e5828b45088cbba
Author: Stefan Dösinger <stefan(a)codeweavers.com>
Date: Fri May 8 17:24:01 2009 +0200
wined3d: Support clipplanes with GLSL.
This is the Nth attemt to make clipping work with GLSL shaders. The patch
now
uses the GLSL quirk table to handle cards that need a custom varying for
gl_ClipPos, and the code is adapted to the changed state table and shader
backend system.
Video card = 8800GT
Driver version = 185.18.31
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