https://bugs.winehq.org/show_bug.cgi?id=42270
Bug ID: 42270
Summary: Settlers 4 Gold - Hardware Rendering mode not working
Product: Wine
Version: 2.0-rc6
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: bronsonmathews(a)gmail.com
Distribution: ---
Created attachment 56975
--> https://bugs.winehq.org/attachment.cgi?id=56975
cmd log
The game runs ok in software mode. So this is a pretty low priority bug.
Settlers 4 Gold (Gog version) - changing the settings landscape engine, and
object engine from software to hardware does not work.
Attached command line output...
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https://bugs.winehq.org/show_bug.cgi?id=56640
Bug ID: 56640
Summary: Genshin Impact: The game-launcher cannot be started
anymore
Product: Wine
Version: 9.4
Hardware: x86-64
URL: https://genshin.hoyoverse.com/
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: 9427421240(a)posteo.net
Distribution: Debian
Created attachment 76415
--> https://bugs.winehq.org/attachment.cgi?id=76415
Log - after trying to start the game-launcher.
Since Wine 9.4, the game-launcher for Genshin Impact cannot be started normally
anymore. When trying to start it, nothing seems to happen.
After installing the game-launcher, the installer offers a button for starting
the game-launcher. The game-launcher does start successfully when using that
button.
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https://bugs.winehq.org/show_bug.cgi?id=56451
Bug ID: 56451
Summary: catch block fetches bogus frame when using alignas
with 32 or higher
Product: Wine
Version: 9.4
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: msvcrt
Assignee: wine-bugs(a)winehq.org
Reporter: dlehman25(a)gmail.com
Distribution: ---
Created attachment 76211
--> https://bugs.winehq.org/attachment.cgi?id=76211
simple c++ repro case
catch block will fetch bogus frame when using alignas() with 32 or higher
will submit pr:
https://gitlab.winehq.org/dlehman25/wine/-/tree/alignas
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https://bugs.winehq.org/show_bug.cgi?id=56591
Bug ID: 56591
Summary: Since commit a00efa12, Steam (Win) doesn't render
individual game pages correctly.
Product: Wine
Version: 9.7
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: logos128(a)gmail.com
Regression SHA1: a00efa12e27035a4a1afb961daefa69766e86b17
Distribution: ArchLinux
Created attachment 76346
--> https://bugs.winehq.org/attachment.cgi?id=76346
wine-steam-d3d.log (WINEDEBUG=-all,+timestamp,+pid,+tid,+loaddll,+d3d)
Seems the issues are mainly with blocks of information that don't include
pictures, just text - like game hotfix info, etc.
I'm using the vulkan backend renderer for wined3d.
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https://bugs.winehq.org/show_bug.cgi?id=52585
Bug ID: 52585
Summary: NtQueryDirectoryObject multiple entries not
implemented, breaks shells on Cygwin
Product: Wine
Version: 7.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: megastallman(a)gmail.com
Distribution: ---
When I try running any command(not builtin) in Cygwin bash or sh, I get no
output and no results in Wineconsole. Though, among usual harmless LDAP-related
errors, Wineconsole outputs the following to terminal:
0180:fixme:sync:NtQueryDirectoryObject multiple entries not implemented
0180:fixme:sync:NtQueryDirectoryObject multiple entries not implemented
0180:fixme:sync:NtQueryDirectoryObject multiple entries not implemented
even after Enter is pressed. Builtin commands work fine, but no external
command works at all.
Reproducing steps:
- cd /cygwin/path/bin
- Run "wineconsole" from terminal. There you'll see NtQueryDirectoryObject
error.
- Run "uname" in Wineconsole. Despite FAST_CWD error, it works.
- Run "sh" in Wineconsole.
- Run "ls", or just press Enter, or run any other non-builtin command and see
those 3 NtQueryDirectoryObject errors. Command itself will not just output
anything, it won't work at all, just silently release the terminal.
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https://bugs.winehq.org/show_bug.cgi?id=56764
Bug ID: 56764
Summary: Empire Earth Gold doesn't start in virtual desktop
mode
Product: Wine
Version: 9.6
Hardware: x86-64
URL: https://www.gamepressure.com/download.asp?ID=954
OS: Linux
Status: NEW
Keywords: download, regression
Severity: normal
Priority: P2
Component: win32u
Assignee: wine-bugs(a)winehq.org
Reporter: gyebro69(a)gmail.com
CC: rbernon(a)codeweavers.com
Regression SHA1: 4573910acc2783a3f678a428aa313377b09a04e8
Distribution: ArchLinux
When I start the game in virtual desktop mode, all I get is an empty and
unresponsive virtual desktop screen. The game executable is lingering in the
process list with 0% CPU usage. I have to kill the Empire Earth.exe process
manually.
The game starts properly in Wine's full screen mode.
Bisecting revealed that the problem occurred since
commit 4573910acc2783a3f678a428aa313377b09a04e8
win32u: Move D3DKMT vulkan implementation out of winex11.
The demo version can be used to reproduce the problem.
I'm using X.Org X Server 1.21.1.13 with Nvidia binary drivers 550.40.63.
Still present in Wine-9.10.
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https://bugs.winehq.org/show_bug.cgi?id=56665
Bug ID: 56665
Summary: ELF binaries are being built but its supposed to be PE
build
Product: Wine
Version: 9.0
Hardware: x86-64
OS: FreeBSD
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: Alexander88207(a)Protonmail.com
Hello,
as of wine 9, ELF binaries (dll.so) are being built but normally these should
be PE binaries (.a).
This is how we build wine:
https://codeberg.org/FreeBSD/freebsd-ports/src/branch/main/emulators/wine
I will try to find to the commit that is causing this.
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https://bugs.winehq.org/show_bug.cgi?id=56756
Bug ID: 56756
Summary: Support the asahi gpu driver
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: m1m1k4tz(a)protonmail.com
Distribution: ---
When using krun + boxwine it complains that no card selector is available for
the vendor and polygonoffset scale factor detection failed
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https://bugs.winehq.org/show_bug.cgi?id=56643
Bug ID: 56643
Summary: Ntdll support for custom baud rates
Product: Wine
Version: unspecified
Hardware: Other
OS: other
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: testator(a)protonmail.ch
Implementing custom baud rates across different OS's would be non-trivial but a
useful prerequisite for some obscure apps like qemu or the "mode" command.
Termios2 is a linux specific implementation of custom baud rates. In wine-9.8
there was a commit, 898ab8dab19d498c17859f39a55e317ee7e367a5 , that added
termios2 usage via glibc headers which breaks compilation on musl based
systems, doesn't work in osx, and doesn't work in *bsd.
In
https://opensource.apple.com/source/IOSerialFamily/IOSerialFamily-55/IOSeri…
there is a way to set custom baud rates for osx via IOSSIOSPEED e.g
<IOKit/serial/ioss.h> . Setting the rate on linux via <linux/termios.h> instead
of the glibc specific extensions of <termios.h> would work as well with how its
currently implemented in wine-9.8. It looks like net/openbsd use termios1
modified to their own thing to allow setting arbitrary speeds via tcsetattr
https://github.com/openbsd/src/blob/master/lib/libc/termios/tcsetattr.c e.g
<termios.h> . In general there doesn't seem to be a common unix implementation
for setting custom baud rates and looks like a huge complicated mess to
implement. The musl devs found this out already it seems
openwall.com/lists/musl/2024/04/11/8 .
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https://bugs.winehq.org/show_bug.cgi?id=50591
Bug ID: 50591
Summary: ReadFile schedules async read when ReadIntervalTimeout
is MAXDWORD
Product: Wine
Version: 6.1
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: aaron.knister(a)gmail.com
Distribution: ---
Created attachment 69269
--> https://bugs.winehq.org/attachment.cgi?id=69269
ntdll: NtReadFile async reads always return success when avail_mode TRUE
TeraTerm is ending up with missing data when it reads from a COM/Serial port.
TeraTerm sets ReadIntervalTimeout to MAXDWORD and then calls ReadFile
asynchronously, and if there's pending IO it waits 1 second for the overlapped
struct event to be signalled. If the signal is received, it processes the
received I/O, else continues on and will perform another ReadFile. This is the
code snippet:
if (!ReadFile(cv->ComID,&(cv->InBuff[cv->InBuffCount]),
InBuffSize-cv->InBuffCount,&C,&rol)) {
if (GetLastError() == ERROR_IO_PENDING) {
if (WaitForSingleObject(rol.hEvent, 1000) != WAIT_OBJECT_0) {
C = 0;
}
else {
GetOverlappedResult(cv->ComID,&rol,&C,FALSE);
}
}
What's happening in WINE, is ReadFile returns non-zero with ERROR_IO_PENDING
and the WaitForSingleObject times out. The asynchronous read *does* complete
after the timeout, but by that point the application has given up and moved on.
I initially thought the application was at fault, because it should retry if
the wait times out. However, in the documentation for ReadFile it points to
documentation about COMMTIMEOUTS
(https://docs.microsoft.com/en-us/windows/win32/api/winbase/ns-winbase-commt…)
which says the following:
A value of MAXDWORD, combined with zero values for both the
ReadTotalTimeoutConstant and ReadTotalTimeoutMultiplier members, specifies that
the read operation is to return immediately with the bytes that have already
been received, even if no bytes have been received.
To me, that means Wine ought not to be triggering an asynchronous read when the
comm timeout parameters are set as indicated above.
I coded a simple fix, which is in NtReadFile, if avail_mode is TRUE return
success even if no bytes were read. See attached patch. It works for TeraTerm,
I have no idea if it causes other regressions.
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