http://bugs.winehq.org/show_bug.cgi?id=17005
Summary: CT: Rendering issues
Product: Wine
Version: 1.1.13
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: normandy(a)web.de
I have got a modified version of Chicken Tournament. It does not crash but does
not render everything. For example, trees, HUD and the radar, grass and the
walls are not rendered correctly. Here's a screenshot using wine:
http://tinyurl.com/8q39ec
And one using windows (grass disabled):
http://tinyurl.com/7tousz
My console's output:
http://pastebin.com/f40a0aa3
And the long one (+all) was to big (<200MB)
Here you can find the modified ct1.exe, just extract this:
http://tinyurl.com/8llxtp
(You'll need native d3dxof.dll to load models...)
Thank you!
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http://bugs.winehq.org/show_bug.cgi?id=28240
Summary: Mipony: Embedded web browser too shown in too small
window
Product: Wine
Version: 1.3.27
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: lukasz.wojnilowicz(a)gmail.com
Created an attachment (id=36180)
--> (http://bugs.winehq.org/attachment.cgi?id=36180)
Image displaying the problem
Steps to reproduce:
1) remove ~/.wine
2) winetricks dotnet20
3) install Mipony
4) (optionaly) override gdiplus.dll
5) wine MiPony.exe
Behaviour:
See attachment.
Expected behaviour:
Embedded web browser should be displayed at full available window space.
Additional info:
winetricks ie7 doesn't help
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http://bugs.winehq.org/show_bug.cgi?id=13335
Summary: libGl error
Product: Wine
Version: unspecified
Platform: PC-x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: schuster.bernhard(a)googlemail.com
In the near past, whenever trying to run warcraft via wine, I get two libGL
errors. Afterwards, I get told, that mesa will get used instead.
So performence goes really bad. I get about 10-20fps instead of 120-160fps,
though I have an insane gaming rig.
The only way to fix it, is removing the ~/.wine directory completly.
But that's not an real option...
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http://bugs.winehq.org/show_bug.cgi?id=15773
Summary: application not run
Product: Wine
Version: 1.1.7
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: borgez(a)mail.ru
app say debug in there and fals
run $wine app
and $WINEDEBUG=-all wine app
not affect
make/wine-1.1.7/dlls/dxdiagn/provider.c:115] in dxdiagn (0x0033f500)
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http://bugs.winehq.org/show_bug.cgi?id=32096
Bug #: 32096
Summary: drawStridedSlow can be more efficient
Product: Wine
Version: unspecified
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: guillaum.bouchard(a)gmail.com
Classification: Unclassified
Hi,
Recently I noticed that World of Warcaft is far more slow on d3d9 mode than
using the OpenGL mode on my computer (pentium 4 and geforce 5 fx).
Unfortunately the OpenGL mode is unusable since last WoW update (bug is inside
WoW, not wine)
D3D mode is slower because an important amount of the primitives are rendered
using drawStridedSlow (dlls/wined3d/drawprim.c) which generates a lot of opengl
call (here, 600K calls compared to 12K in OpenGL mode).
It appears that if the computer can handle vertex array (ie:
glDrawElements/glDrawArrays/gl[Vertex|Color|TexCoords|Fog]Pointer and
glClientActiveTexture) the number of openGL call can be dramatically reduced,
leading to an important increase in FPS (8 to 25 in important city in WoW).
On my computer, I hacked inside drawStritedSlow and I have only one issue, the
format of color is packed in BGRA, which is not compatible with the format
awaited by glColorPointer. This can be fixed using the extension
ARB_vertex_array_BGRA, which is unfortunately not available on my computer. I
solved this issue by looping over each vertex and building a custom array in
memory that I submitted to glColorPointer. I got approximately the same FPS
increase using this approach.
My conclusions here are that the fallback to drawStridedSlow is a bit extreme
and in most case unnecessary. In my configuration everything works except the
conversion from the d3d BGRA format for color in RGBA. This part can be easily
done in software to create a suitable color array. Also, I did not dig inside
the shader code of wined3d, but perhaps this conversion can be simply
implemented as a swizzle in the custom vertex shader. (am I right guessing that
wined3d does not uses the default shader of the fixed pipeline ?).
So this bug report is more a way of opening the discussion. I see many options
to improve the situation:
a) Tweak the heuristics which detects and fallbacks to drawStridedSlow. If
necessary implements the needed conversions in software. But this will not
generates OpenGL function call and will increase performance a bit
b) Tweak the vertex shader to do the conversion in the vertex shader, I think
it is our best option
c) Tweak drawStridedSlow to still rely on vertex array when possible (I have an
example of code which is doing this. I'm playing WoW with this since 3 days
without any issue and with a FPS increase of 200%). I don't think that honestly
it is the good idea.
d) do something else. Because I did not read anything else than the
drawStritedSlow function, I may have missed something important.
I'm motivated to help in the DX -> GL code. I'm a skilled C and GL coder, I
don't know DX, but can learn enough. Thank you for reading.
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http://bugs.winehq.org/show_bug.cgi?id=22546
Summary: Error Snelstart after loading
Product: Wine
Version: 1.1.42
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: critical
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: wvanreede(a)live.nl
Created an attachment (id=27653)
--> (http://bugs.winehq.org/attachment.cgi?id=27653)
errorlog+ backtrace snelstart error
after snelstart loads, it asks for script55. with winetricks i installed
script56.
after that the app crashed.
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http://bugs.winehq.org/show_bug.cgi?id=30721
Bug #: 30721
Summary: .NET 3.x/4.x WPF based installers/apps require
windowscodecs.dll BmpFrameDecode_GetColorContexts
Product: Wine
Version: 1.5.4
Platform: x86
OS/Version: Linux
Status: NEW
Severity: normal
Priority: P2
Component: windowscodecs
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: focht(a)gmx.net
Classification: Unclassified
Hello,
another one ...
--- snip ---
Unhandled Exception: System.Reflection.TargetInvocationException: Exception has
been thrown by the target of an invocation. --->
System.Windows.Markup.XamlParseException: Cannot convert string
'/Microsoft.PowerShell.GPowerShell;component/NewFile.png' in attribute
'EnabledImageSource' to object of type 'System.Windows.Media.ImageSource'. The
method or operation is not implemented. Error at object
'Microsoft.Windows.PowerShell.Gui.Internal.ImageButton' in markup file
'Microsoft.PowerShell.GPowerShell;component/mainwindow.xaml'. --->
System.NotImplementedException: The method or operation is not implemented.
at MS.Internal.HRESULT.Check(Int32 hr)
at System.Windows.Media.Imaging.BitmapFrameDecode.get_ColorContexts()
at System.Windows.Media.Imaging.BitmapSource.CreateCachedBitmap(BitmapFrame
frame, BitmapSourceSafeMILHandle wicSource, BitmapCreateOptions createOptions,
BitmapCacheOption cacheOption, BitmapPalette palette)
at System.Windows.Media.Imaging.BitmapFrameDecode.FinalizeCreation()
at System.Windows.Media.Imaging.BitmapFrameDecode..ctor(Int32 frameNumber,
BitmapSourceSafeMILHandle sourceHandle, BitmapCreateOptions createOptions,
BitmapCacheOption cacheOption, BitmapDecoder decoder)
at System.Windows.Media.Imaging.BitmapDecoder.SetupFrames(BitmapDecoder
decoder, ReadOnlyCollection`1 frames)
at System.Windows.Media.Imaging.BitmapDecoder.get_Frames()
at System.Windows.Media.Imaging.BitmapFrame.CreateFromUriOrStream(Uri
baseUri, Uri uri, Stream stream, BitmapCreateOptions createOptions,
BitmapCacheOption cacheOption)
at
System.Windows.Media.ImageSourceConverter.ConvertFrom(ITypeDescriptorContext
context, CultureInfo culture, Object value)
at
System.ComponentModel.TypeConverter.ConvertFromString(ITypeDescriptorContext
context, CultureInfo culture, String text)
...
--- snip ---
$ wine --version
wine-1.5.4-185-g6c51c1b
Regards
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http://bugs.winehq.org/show_bug.cgi?id=23151
Summary: Mass Effect 2: in intro video, Miranda's eyes are
solid white
Product: Wine
Version: unspecified
Platform: x86-64
OS/Version: Linux
Status: NEW
Severity: trivial
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: austinenglish(a)gmail.com
Created an attachment (id=28794)
--> (http://bugs.winehq.org/attachment.cgi?id=28794)
screenshot - wine
Only happens in one part. The dialog is around "But Shepard...they'll follow
him. He's a hero, a bloody icon." and "But he's just one man."
I'll attach screenshots on windows and wine.
Terminal output is:
fixme:d3d:debug_d3dformat Unrecognized 875710020 (as fourcc: DF24)
WINED3DFORMAT!
fixme:d3d:getFormatDescEntry Can't find format unrecognized(875710020) in the
format lookup table
fixme:d3d:debug_d3dformat Unrecognized 1111774798 (as fourcc: NVDB)
WINED3DFORMAT!
fixme:d3d:getFormatDescEntry Can't find format unrecognized(1111774798) in the
format lookup table
fixme:d3d:swapchain_init Add OpenGL context recreation support to
context_validate_onscreen_formats
Note: The wine screenshot had a small delay from Shutter, so there's a line
across it where two frames merged. That's not in the game, but you can see the
eye problem in it.
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http://bugs.winehq.org/show_bug.cgi?id=27349
Summary: SafeDisc v2.x API entry analyzer flags Wine's
user32.dll as "bad" (too many exports with PIC loads
in prolog code) (SimCity 4, ...)
Product: Wine
Version: 1.3.21
Platform: x86
OS/Version: Linux
Status: NEW
Severity: normal
Priority: P2
Component: user32
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: focht(a)gmx.net
Hello,
many games (and some apps) have dependency on "meta" bug 219 "Programs refuse
to run because of safedisc copy-protection" which just bad (not even targeting
specific version).
I bought some games for few bucks just to have a look at some copy protections.
Though I will probably never play them ;-)
Collecting/tracking affected games/apps for this _specific_ issue here
(applicable appdb entries should have bug 219 dependency removed in favor of
this one).
The root cause was already targeted by bug 10273 ("satisfy SafeDisc 2.x
heuristic API analyzer by "adjusting" API exports/entry statistics of wine
builtins (affects e.g. adobe photoshop)") ...
That bug was closed a long time ago because it ought to work for various SD 2.x
apps/games (unfortunately also depending on wine build environment/host gcc).
I rejected the idea of reviving that bug and instead created a new one,
targeting the affected core dll.
Game: "SimCity 4"
A quick scan with "ProtectionID" reveals:
--- snip ---
-=[ ProtectionID v0.6.4.0 JULY]=-
(c) 2003-2010 CDKiLLER & TippeX
Build 07/08/10-17:57:05
Ready...
Scanning -> H:\.wine\drive_c\Program Files\Maxis\SimCity 4\Apps\SimCity 4.exe
File Type : 32-Bit Exe (Subsystem : Win GUI / 2), Size : 7971630 (079A32Eh)
Byte(s)
[x] Warning - FileAlignment seems wrong.. no solution calculated (using NULL)
-> File has 746286 (0B632Eh) bytes of appended data starting at offset 06E4000h
[File Heuristics] -> Flag : 00000000000000000100000100000111 (0x00004107)
[!] Safedisc v2/v3/v4 [unknown version] detected !
[i] Appended data contents....
...
[CompilerDetect] -> Visual C++ 6.0
- Scan Took : 0.262 Second(s)
--- snip ---
We can do better ...
The string "BoG_" is well known for detection of SafeDisc versions.
--- snip ---
$:~/.wine/drive_c/Program Files/Maxis/SimCity 4/Apps$ xxd -g 4 SimCity\ 4.exe |
grep "BoG_" -A 2
0006fd0: 00000000 426f475f 202a3930 2e302621 ....BoG_ *90.0&!
0006fe0: 21202059 793e0000 00000000 00000000 ! Yy>..........
0006ff0: 00000000 02000000 50000000 0a000000 ........P.......
--- snip ---
0x02000000 -> 2
0x50000000 -> 90
0x0a000000 -> 10
So this is SafeDisc v2.90.10 protection.
By debugging this game I came to conclusion there is still a problem with the
API entry statistics.
$ wine --version
wine-1.3.21-26-ge6ee2c1
$ gcc --version
gcc version 4.4.5 (Ubuntu/Linaro 4.4.4-14ubuntu5)
For the meaning of the table just read up some comments in bug 10273
kernel32 user32 gdi32 condition (cx < threshold)
--------------------------------------------------------------------
c1: 0x43 0x55 0x50 0x5F
c2: 0x23 *0x41 0x39 0x3C
c3: 0x00 0x00 0x00 0x5A
* = threshold exceeded -> bad
Basically the majority of exported user32 API entries have PIC register load
code within range of first 8 opcode bytes of entry which is treated as
trampoline (= high c2 value).
--- snip ---
...
.text:0001D847 __i686_get_pc_thunk_bx proc near
.text:0001D847 mov ebx, [esp+0]
.text:0001D84A retn
.text:0001D84A __i686_get_pc_thunk_bx endp
...
API entry:
.text:0003735C push ebp
.text:0003735D mov ebp, esp
.text:0003735F push ebx
.text:00037360 sub esp, 34h
.text:00037363 call __i686_get_pc_thunk_bx
.text:00037368 add ebx, 0AEC8Ch
...
--- snip ---
Kernel32 gets the good looking stats because it forwards various stuff to
ntdll, letting compiler produce different function prolog code (= not having
PIC register load in first place).
As already mentioned in the other bug, unimpl. stubs also help to improve stats
because they have 8 NOPs on entry.
I've tweaked user32 again a bit just to pass the threshold - there are various
ugly methods one bad as the other ;-|
A method without adding unimpl. stubs or stack protector code (unreliable
because cookie code can be inserted _after_ PIC code) and keeping -fPIC is to
convince the compiler to use the 6 byte opcode for reserving stack space, e.g.
"subl $xxx, %esp" with a 32-bit immediate (0x81,0xEB,<32 bit immediate>).
Good targets are stubs and functions that make use of FIXME/TRACE.
There are lots of them that can be tweaked this way (= no performance penalty),
improving entry stats.
Result: games work out of the box without the need of No-CD patches.
Regards
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http://bugs.winehq.org/show_bug.cgi?id=20104
Summary: Fujiprint/Fotokasten albums cannot be created due to
missing richtext query interface
Product: Wine
Version: 1.1.29
Platform: PC
URL: http://www.fotokasten.de/index.php?ftkPage=static&ftkV
iew=ftksoftware
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: richedit
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: cweiske(a)cweiske.de
Running the "fotokasten" photo album creation software fails to create certain
photo books with the following error:
> fixme:richedit:fnTextSrv_QueryInterface Unknown interface:
> {01c25500-4268-11d1-883a-3c8b00c10000}
> fixme:richedit:fnTextSrv_OnTxInplaceDeactivate 0x3a1e8e0: STUB
How to reproduce:
1. Run software
2. Click on tab "Fotobücher"
3. Click on "Fotobücher" icon
4. Click on "Fun"
5. Click on "Fun A4"
6. A loading window appears but is hidden soon after.
When using Fotobücher->Fotobücher->Soft->A4, the richtext window has not to be
shown, and I get to the next window (meaning it works without richtext).
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