https://bugs.winehq.org/show_bug.cgi?id=48736
Bug ID: 48736
Summary: shlwapi: Implement SHLockSharedEx function
Product: Wine
Version: 5.0-rc6
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: shlwapi
Assignee: wine-bugs(a)winehq.org
Reporter: katayama.hirofumi.mz(a)gmail.com
Distribution: ---
Created attachment 66625
--> https://bugs.winehq.org/attachment.cgi?id=66625
The patch
There is no implementation of SHLWAPI!SHLockSharedEx function. This patch will
add it.
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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=51191
Bug ID: 51191
Summary: windos 10 falha em executar o jogo hearthstone
Product: Wine
Version: 6.9
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: joaop9673(a)gmail.com
Distribution: ---
Created attachment 70066
--> https://bugs.winehq.org/attachment.cgi?id=70066
informações detalhada do arquivo
Fique tao feliz quando comecei a jogar pelo ubuntu,
mais de repente nao tava mais conseguindo abri o jogo.
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https://bugs.winehq.org/show_bug.cgi?id=50991
Bug ID: 50991
Summary: from version 6.3 up to 6.3 unable to start Battlefield
Games
Product: Wine-staging
Version: 6.6
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: llenort(a)aol.com
CC: leslie_alistair(a)hotmail.com, z.figura12(a)gmail.com
Distribution: ---
Created attachment 69826
--> https://bugs.winehq.org/attachment.cgi?id=69826
wine-staging-console output bf v
Hello,
from version 6.3 of wine-staging i can't start BF 4, BF 1 or BF V. Using
wine-staging version 6.2 i can start any of the mentioned BF games without any
problems.
The Game seems to load and the Cloud sync window comes up and then wine-staging
crash to the Desk. No Backtrace Window comes up.
I tried any wine-staging versions from 6.3 to 6.6. Always the same Problem.
Then i tried normal wine version 6.6 and with this version i can't start the
Origin Client at all, so i'm not able to test any BF game.
I attached 2 files. The console output of wine-staging starting BF V and a
normal wine Backtrace file starting the Origin Client.
Maybe someone can help.
Thank you :-)
lle
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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=51187
Bug ID: 51187
Summary: Regression : Medal of Honor Allied Assault error after
upgrading from wine 5 -> 6.9
Product: Wine
Version: 6.9
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: cf91(a)protonmail.com
Distribution: ---
Created attachment 70059
--> https://bugs.winehq.org/attachment.cgi?id=70059
output
Hi,
I upgraded from stock wine on ubuntu to the repo release, and the game doesnt
start anymore, i formated and retried, even tried arch. I haven't been able to
get wine 6 to work with MoHAA. I have an nvidia GPU, and tried the tweaks
workarounds (registry patch + export __GL_ExtensionStringVersion=17700).
Here's a screenshot, I also attached more output https://imgur.com/Gk1Vgae
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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=51170
Bug ID: 51170
Summary: Can't run at all the application
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Mac OS X
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: gsbusy508(a)gmail.com
Created attachment 70039
--> https://bugs.winehq.org/attachment.cgi?id=70039
.
I want run a poker application, but when i use wine nothing happen at all.
Then I try to create the application with wine and i received this log problem.
Sorry to not be more clear, im new on this application.
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