http://bugs.winehq.org/show_bug.cgi?id=24308
Summary: Fullscreen fails for MechWarrior 4 games (Only one D3D
device per DirectDraw object)
Product: Wine
Version: 1.3.2
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: georg298(a)gmx.de
For all MechWarrior 4 games, fullscreen fails with message
fixme:ddraw:d3d7_CreateDevice Only one Direct3D device per DirectDraw object
supported.
Obviously, the game falls back to window'ed mode, as
static HRESULT WINAPI d3d7_CreateDevice(IDirect3D7 *iface, REFCLSID riid,
IDirectDrawSurface7 *surface, IDirect3DDevice7 **device)
returns
DDERR_INVALIDPARAMS
changing this behaviour (returning D3D_OK instead):
if (ddraw->d3ddevice)
{
FIXME("Only one Direct3D device per DirectDraw object supported.\n");
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
// return DDERR_INVALIDPARAMS;
}
makes fullscreen work for these games.
Probably it's not "legal" to return D3D_OK in this case, but maybe there is a
real solution for this problem?
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https://bugs.winehq.org/show_bug.cgi?id=54377
Bug ID: 54377
Summary: Rayman Origins has messed up rendering due to missing
'tan' handling
Product: vkd3d
Version: 1.6
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: hlsl
Assignee: wine-bugs(a)winehq.org
Reporter: gijsvrm(a)gmail.com
Distribution: ---
0218:err:d3dcompiler:D3DCompile2 Shader log:
0218:err:d3dcompiler:D3DCompile2 <anonymous>:166:18: E5005: Function "tan"
is not defined.
0218:err:d3dcompiler:D3DCompile2
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https://bugs.winehq.org/show_bug.cgi?id=54417
Bug ID: 54417
Summary: Cradle needs 'sincos' support
Product: vkd3d
Version: 1.6
Hardware: x86-64
OS: Linux
Status: NEW
Severity: minor
Priority: P2
Component: hlsl
Assignee: wine-bugs(a)winehq.org
Reporter: andrey.goosev(a)gmail.com
Distribution: ---
0184:fixme:d3dcompiler:D3DCompile2 Ignoring flags 0x4810.
vkd3d:fixme:hlsl_yylex Unsupported preprocessor #pragma directive at line 1.
0184:err:d3dcompiler:D3DCompile2 Failed to compile shader, vkd3d result -4.
0184:err:d3dcompiler:D3DCompile2 Shader log:
0184:err:d3dcompiler:D3DCompile2
core/shaders/default/render/fragment_copy_2d.shader:209:1: E5000: syntax error,
unexpected KW_SAMPLERCOMPARISONSTATE
0184:err:d3dcompiler:D3DCompile2
0184:err:d3dcompiler:D3DCompile2 Failed to compile shader, vkd3d result -4.
0184:err:d3dcompiler:D3DCompile2 Shader log:
0184:err:d3dcompiler:D3DCompile2
core/shaders/default/render/vertex_hdr_shaft.shader:232:1: E5005: Function
"sincos" is not defined.
0184:err:d3dcompiler:D3DCompile2
1.6-86-gf9e7cb63
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https://bugs.winehq.org/show_bug.cgi?id=52568
Bug ID: 52568
Summary: Support for AF_UNIX is missing
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: winsock
Assignee: wine-bugs(a)winehq.org
Reporter: ralf.habacker(a)freenet.de
Distribution: ---
Newer Windows 10 builds supports AF_UNIX, see
https://devblogs.microsoft.com/commandline/af_unix-comes-to-windows/ for
details.
There have been unfinished attempts to incorporate such support into wine, see
https://www.winehq.org/pipermail/wine-devel/2021-May/187049.html.
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https://bugs.winehq.org/show_bug.cgi?id=41930
Bug ID: 41930
Summary: Civilization III Complete shows black terrain (Wine
compiled with OSMesa support)
Product: Wine
Version: 1.7.38
Hardware: x86
OS: Linux
Status: NEW
Keywords: regression
Severity: normal
Priority: P2
Component: gdi32
Assignee: wine-bugs(a)winehq.org
Reporter: gyebro69(a)gmail.com
CC: michael(a)fds-team.de
Regression SHA1: e618ab65ed5b623785c58ea5ece6e39895d43063
Distribution: ---
Created attachment 56311
--> https://bugs.winehq.org/attachment.cgi?id=56311
screenshot
This is one of the few games that I know of which makes some use of OpenGl in
bitmaps. When Wine was compiled with OSMesa support, tiles containing terrain
turn black as soon as I launch a game.
Reproduced with Nvidia binary drivers 375.20 and nouveau/mesa.
I tried Civilization III Complete (both the Steam and the GOG.com versions have
this bug).
Terminal output:
fixme:x11drv:X11DRV_desktop_SetCurrentMode Cannot change screen BPP from 32 to
16
err:ole:CoGetClassObject class {5959df60-2911-11d1-b049-0020af30269a} not
registered
err:ole:CoGetClassObject no class object {5959df60-2911-11d1-b049-0020af30269a}
could be created for context 0x1
Reverting the following patch on top of git fixes the problem:
commit e618ab65ed5b623785c58ea5ece6e39895d43063
Author: Michael Müller <michael(a)fds-team.de>
Date: Tue Feb 3 11:07:38 2015 +0100
gdi32: Fix arguments for OSMesaMakeCurrent when using 16 bit formats.
Please let me know if you need debug logs.
wine-1.9.24-105-g1d3b944
Fedora 24 x86_64
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GT 730/PCIe/SSE2
OpenGL core profile version string: 4.5.0 NVIDIA 375.20
Installed packages:
mesa-libOSMesa.i686 13.1.0-0.12.git95ddb37.fc24
mesa-libOSMesa.x86_64 13.1.0-0.12.git95ddb37.fc24
mesa-libOSMesa-devel.i686 13.1.0-0.12.git95ddb37.fc24
mesa-libOSMesa-devel.x86_64 13.1.0-0.12.git95ddb37.fc24
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https://bugs.winehq.org/show_bug.cgi?id=49167
Bug ID: 49167
Summary: Wine staging 5.8 not available on macos download page
Product: Wine-staging
Version: 5.8
Hardware: x86
OS: Mac OS X
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: rmkk(a)atlas.cz
CC: leslie_alistair(a)hotmail.com, z.figura12(a)gmail.com
Please check the reason
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http://bugs.winehq.org/show_bug.cgi?id=10522
Summary: endless WM_PAINT loop bug (update regions, queue paint
count)
Product: Wine
Version: CVS/GIT
Platform: PC
URL: http://www.microsoft.com/whdc/devtools/debugging/install
x86.mspx
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: wine-user
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: focht(a)gmx.net
Created an attachment (id=9265)
--> (http://bugs.winehq.org/attachment.cgi?id=9265)
trace with WINEDEBUG=+tid,+message,+win,+server
Hello,
I've seen this bug a while ago in other apps but ignored it because it was not
easily to reproduce.
Well until recently when I tested some stuff with windbg from "Debugging Tools
for Windows" (Microsoft).
I used debugging tools version 6.8.4.0 and recent GIT
(wine-0.9.49-302-g58b85bb).
Immediately when a child window was opened using toolbar (register, locals, ..
whatever), windbg would become unresponsive, eating most CPU.
Happens in both GUI modes - "floating/docking toolwindow" and "MDI emulation.
Though "MDI emulation" is more obvious, it actually shows the endless
refreshing (window caption).
Attached is WINEDEBUG=+tid,+message,+win,+server log.
Additionally I added a trace message which prints the current queue paint count
(when incremented or fetched) which makes some things easier to spot.
Printed as "inc_queue_paint_count: %d" and "get_message_paint_count: %d".
The window hierarchy is as follows:
--- snip ---
*root*=0x10020
Shell_TrayWnd=0x10022
WinDbgFrameClass=0x10024
DockClass=0x10026
ToolbarWindow32=0x10028
msctls_statusbar32=0x1002a
tooltips_class32=0x1002e
WinBaseClass=0x10030
ToolbarWindow32=0x10032
SysListView32=0x10034
SysHeader32=0x10036
RichEdit20W=0x10038
--- snip ---
After the child windows are created the queue paint count never drops to zero,
resulting in endless WM_PAINT processing.
Maybe some update (region) code path missed or flags problem?
I played a bit with ignoring null region updates and it seemed to help a bit
(preventing endless WM_PAINT loop) though other stuff wasn't drawn properly
then.
Regards
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https://bugs.winehq.org/show_bug.cgi?id=51697
Bug ID: 51697
Summary: Far cry 5, frequent stuttering due to ntdll spam
Product: Wine-staging
Version: 6.16
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: gab.pulcio(a)gmail.com
CC: leslie_alistair(a)hotmail.com, z.figura12(a)gmail.com
Distribution: ---
Created attachment 70570
--> https://bugs.winehq.org/attachment.cgi?id=70570
12.5MB log, mostly spam from ntdll that causes a lot of lag in-game, in my
opinion
DXVK is not the issue as far as I know, since it doesn't throw any error, NTDLL
though, spams like hell, since the log is 12.5MB and that makes the game laggy
very frequently, sometimes my FPS dips to 15/20 for various seconds (and it's
not the CPU throttling lag, since I disabled PROCHOT response and undervolted
the CPU)
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http://bugs.winehq.org/show_bug.cgi?id=30111
Bug #: 30111
Summary: Crysis 2 ingame crashes
Product: Wine
Version: 1.4-rc6
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: christian.frank(a)gmx.de
Classification: Unclassified
Hi Guys,
after getting the crysis2 loading issue fixed, i noticed that the game itself
runs well, but very very unstable.
The game simply crashes. The last i see on the console is (the d3d_texure fixme
is repeatedly displayed all the time you play)
fixme:d3d_texture:wined3d_texture_generate_mipmaps texture 0x159925c8 stub!
fixme:d3d_texture:wined3d_texture_generate_mipmaps texture 0x15992338 stub!
fixme:faultrep:ReportFault 0x32df20 0x0 stub
fixme:d3d_texture:wined3d_texture_generate_mipmaps texture 0x159925c8 stub!
The sound of the game is still running but the process is [defunct].
Any ideas on how to debug this issue ? Any recommend traces ?
I also noticed a freeze after a ingame video sequence.
Many thanks,
Christian
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