https://bugs.winehq.org/show_bug.cgi?id=48749
Bug ID: 48749
Summary: Spider: Game fails at completion
Product: Wine
Version: 5.3
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: user32
Assignee: wine-bugs(a)winehq.org
Reporter: james.tabor(a)reactos.org
Distribution: ---
Created attachment 66652
--> https://bugs.winehq.org/attachment.cgi?id=66652
Spider from ReactOS
Playing game it locks up at completion.
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https://bugs.winehq.org/show_bug.cgi?id=49074
Bug ID: 49074
Summary: Nintendulator 0.980 - AVI capture fails due to error
in AVIStreamWrite
Product: Wine
Version: 5.7
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: avifil32
Assignee: wine-bugs(a)winehq.org
Reporter: quietust(a)gmail.com
Distribution: Ubuntu
In Nintendulator 0.980 (a Nintendo Entertainment System emulator), attempting
to record to an AVI file fails with AVIERR_UNSUPPORTED from
AddAudio::AVIStreamWrite when running in Wine Staging 5.7 on Ubuntu 16.04.6
LTS. The same thing happens in Wine-Devel 5.7.
Given that I am the author of this application, I've been able to track down
exactly what's going wrong.
On Windows, the AVIStreamWrite function treats the "lStart" parameter
differently depending on the stream type - for a Video stream it expects it to
be a frame number (increasing by 1 each time), but for an Audio stream it
expects it to be a *sample* number (increasing by "lSamples" each time). In
Wine, however, Audio streams expect "lStart" to increase by 1 each time, just
like Video streams.
I've built two test versions of my application: one that only works on Windows,
and one that only works in Wine. They can be downloaded from the following URL:
https://www.qmtpro.com/~nes/misc/nintendulator_winebug.zip
(sha1 4eca2a261db3fdaa03cbc92cbee307c56ffffac2)
See
https://github.com/quietust/nintendulator/blob/fc91a2abcbe3ad37a1a6e52f12d8…
for relevant source code - these test versions have lines 273-280 commented out
and have "WineHack" hardcoded (to "false" for the Windows version and "true"
for the Wine version) for the check on line 287.
Steps to reproduce:
1. Download and extract the archive linked above
2. Run "nintendulator_windows.exe stars.nes" in Wine
3. Open the "Misc" menu and select "Start AVI Capture"
4. Enter a filename and press Save
5. Set the Compressor to "Full Frames (Uncompressed)" and press OK
6. Press F2 to start emulation and observe that it fails.
7. Repeat steps 2-6 with "nintendulator_wine.exe" and observe that it now works
correctly.
8. Repeat steps 2-7 on Windows and observe that the results are the other way
around.
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https://bugs.winehq.org/show_bug.cgi?id=49186
Bug ID: 49186
Summary: DXBC compiler generates incorrect spir-v code
Product: vkd3d
Version: 1.1
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: vkd3d
Assignee: wine-bugs(a)winehq.org
Reporter: alex.fishman(a)gmail.com
Distribution: ---
Created attachment 67204
--> https://bugs.winehq.org/attachment.cgi?id=67204
dxbc tessellaton control shader
I'm having issues with tessellation shaders.
Seems that the generated spir-v code is incorrect. After converting the spir-v
to GLSL (spirv-dis) and validating it (glslangValidator) there are errors in
the the following section:
#version 450
layout(vertices = 5) out;
out float gl_ClipDistance[5];
layout(location = 0) out vec2 o0[5];
layout(location = 1) out vec4 o1[5];
vec4 opc[4];
vec4 v1[5];
void control0()
{
v1[1u] = vec4(gl_ClipDistance[0u]);
v1[2u] = vec4(gl_ClipDistance[1u]);
v1[3u] = vec4(gl_ClipDistance[2u]);
v1[4u] = vec4(gl_ClipDistance[3u]);
v1[5u] = vec4(gl_ClipDistance[4u]);
vec4 r0;
r0.x = intBitsToFloat(gl_InvocationID);
o0[gl_InvocationID] = gl_in[floatBitsToInt(r0.x)].gl_Position.xy;
o1[gl_InvocationID] = v1[floatBitsToInt(r0.x)];
}
...
glslangValidator outputs the following error:
ERROR: 0:4: 'gl_ClipDistance' : identifiers starting with "gl_" are reserved
ERROR: 1 compilation errors. No code generated.
Sample DXBC binary is attached
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https://bugs.winehq.org/show_bug.cgi?id=49301
Bug ID: 49301
Summary: pthread_exit hangs on unwind through
call_thread_exit_func on arm64
Product: Wine
Version: unspecified
Hardware: aarch64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: stefan(a)codeweavers.com
Distribution: ---
Created attachment 67309
--> https://bugs.winehq.org/attachment.cgi?id=67309
Workaround
My arm64 Wine build spins in services.exe after starting up anything. The
backtrace points into pthread_exit() - see attached file backtrace.txt.
I placed pthread_exit calls throughout the thread creation / shutdown code and
it works up to the point where signal_exit_thread() calls
call_thread_exit_func(). After call_thread_exit_func() passes control to the C
function exit_thread() pthread_exit() will hang.
I previously had this problem only in a gcc wine build (with 8fb8cc03
reverted), but recently, presumably after an update to clang-10, the problem
also happens when building Wine with clang. The attached backtrace is from a
build with clang 10.
Calling exit_thread() directly from signal_exit_thread() without going through
call_thread_exit_func works around the problem. See attached file noasm.diff
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https://bugs.winehq.org/show_bug.cgi?id=49378
Bug ID: 49378
Summary: kernel32.WriteFile with multi byte characters reports
incorrect number of written bytes
Product: Wine
Version: 5.10
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: kernel32
Assignee: wine-bugs(a)winehq.org
Reporter: suokkos(a)gmail.com
Distribution: ---
Created attachment 67438
--> https://bugs.winehq.org/attachment.cgi?id=67438
Wine test case to trigger the bug
Writing utf-8 multibyte characters to stdout using stdio led to uncovering this
bug. Attached test case is a simple way to trigger the underlying issue.
Minimal steps leading to issue:
1. Set console output to CP_UTF8
2. Use WriteFile with multibyte characters
Expect outcome:
WriteFile reports number of bytes written.
Actual outcome:
WriteFile reports number of characters written.
Other observations while writing test case:
I first run same test case using kernelbase.WriteFile. Base version seems to
behavior differently because my test case passed. I only then noticed the
important detail that there is multiple WriteFile entry points.
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https://bugs.winehq.org/show_bug.cgi?id=45110
Bug ID: 45110
Summary: Crash when running courselab 2.4
Product: Wine
Version: 1.6.2
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: cjrw42(a)gmail.com
Distribution: ---
Created attachment 61295
--> https://bugs.winehq.org/attachment.cgi?id=61295
courselab 2.4 backtrace
I have installed courselab 2.4 (educational resource dev package which creates
HTML based sites), using the MSI, and all appears to have gone OK. Courselab
runs, grabs credentials, generates the licence key which is emailed and entered
fine, but as soon as you begin to create a new project it crashes out.
backtrace included.
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https://bugs.winehq.org/show_bug.cgi?id=40223
Bug ID: 40223
Summary: Mesa: User error: GL_INVALID_OPERATION in
glTexImage3D(bad target for depth texture)
Product: Wine
Version: 1.9.4
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: ovariegata(a)yahoo.com
Distribution: Slackware
When starting the GOG version of Deus Ex with wine-staging 1.9.4 and a debug
version of mesa this error is printed several times.
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Here is the full output:
$ deusex
preloader: Warning: failed to reserve range 00010000-00110000
preloader: Warning: failed to reserve range 00010000-00110000
fixme:winediag:start_process Wine Staging 1.9.4 is a testing version containing
experimental patches.
fixme:winediag:start_process Please mention your exact version when filing bug
reports on winehq.org.
preloader: Warning: failed to reserve range 00010000-00110000
preloader: Warning: failed to reserve range 00010000-00110000
preloader: Warning: failed to reserve range 00010000-00110000
preloader: Warning: failed to reserve range 00010000-00110000
preloader: Warning: failed to reserve range 00010000-00110000
fixme:module:load_dll Loader redirect from L"uxtheme.dll" to L"uxtheme-gtk.dll"
fixme:msg:pack_message msg 14 (WM_ERASEBKGND) not supported yet
fixme:process:GetProcessWorkingSetSize (0xffffffff,0x32f314,0x32f30c): stub
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
Mesa: User error: GL_INVALID_OPERATION in glTexImage3D(bad target for depth
texture)
err:ole:CoGetClassObject class {92fa2c24-253c-11d2-90fb-006008a1f441} not
registered
err:ole:CoGetClassObject no class object {92fa2c24-253c-11d2-90fb-006008a1f441}
could be created for context 0x1
err:ole:CoGetClassObject class {d8f1eee0-f634-11cf-8700-00a0245d918b} not
registered
err:ole:CoGetClassObject no class object {d8f1eee0-f634-11cf-8700-00a0245d918b}
could be created for context 0x1
fixme:winediag:IKsPropertySetImpl_QuerySupport EAX sound effects are enabled -
try to disable it if your app crashes unexpectedly
fixme:ddraw:ddraw7_FlipToGDISurface iface 0x16e2a8 stub!
OS: Slackware-current
Relevant packages:
wine-staging-1.9.4-x86_64-1_SBo
mesa-compat32-847f1cc_2015.12.16_master-x86_64-1_gitcompat32
libdrm-compat32-4274539_2016.02.26_master-x86_64-1_gitcompat32
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https://bugs.winehq.org/show_bug.cgi?id=43433
Bug ID: 43433
Summary: Sony Vegas Pro 8
Product: Wine
Version: 2.13
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: bameylan(a)bluewin.ch
Distribution: ---
Created attachment 58799
--> https://bugs.winehq.org/attachment.cgi?id=58799
Backtrace genered at the crash
This are the problems I encountered
I am using Linux Mint 18.2 x64.
I installed Sony Vegas Pro 8.0 on wine 2.13. Installation without problem.
But when I tried to run it, it stop at the moment that he "Adding GStreamer
AudioConvert filter"
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https://bugs.winehq.org/show_bug.cgi?id=49583
Bug ID: 49583
Summary: Assassin's Creed Odyssey displays black bars on top
and bottom.
Product: Wine
Version: 5.13
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: user32
Assignee: wine-bugs(a)winehq.org
Reporter: GloriousEggroll(a)gmail.com
Distribution: ---
Created attachment 67739
--> https://bugs.winehq.org/attachment.cgi?id=67739
AC Odyssey black bar fix
It's been a long known issue that AC: Odyssey renders with black bars on the
top and bottom of the screen (see screenshot 1).
Derek Lesho came up with a stub patch that both fixed this -and- allowed STEEP
to run (it would not display previously). That patch can be found here:
https://github.com/GloriousEggroll/proton-ge-custom/blob/5.12-GE-1/patches/…
Recently, the relevant function QueryDisplayConfig was implemented, however it
did not contain some of the changes Derek's patch adds. This allowed steep to
work, however AC: Odyssey still retained the black bar issue.
I modified Derek's patch by adding the relevant parts to QueryDisplayConfig,
and removing the relevant flag checks (Derek's patch did this previously), and
this allowed AC: Odyssey to render properly without the black bars. (see
screenshot 2). The patch is hacky but may provide more information towards
fixing this properly.
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https://bugs.winehq.org/show_bug.cgi?id=49748
Bug ID: 49748
Summary: Multisim 14.2 installer fails with "Directory name
invalid"
Product: Wine
Version: 5.15
Hardware: x86
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: dark.shadow4(a)web.de
Distribution: ---
When running the installer, it terminates with a MessageBox showing "Directory
name invalid".
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