https://bugs.winehq.org/show_bug.cgi?id=49194
Paul Gofman pgofman@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |pgofman@codeweavers.com
--- Comment #1 from Paul Gofman pgofman@codeweavers.com --- Created attachment 67223 --> https://bugs.winehq.org/attachment.cgi?id=67223 WIP patches
I am attaching the WIP patchset with which I got DOOM Eternal starting. I know there are a lot of bugs mixed in here but there are about 50 patches addressing different issues I met on the way and I am afraid sorting them out across the bugs at this stage is beyond me.
Those patches: - Add wdfldr.sys stub; - Partially implement netio.sys (but everything I saw DAC using so far); - Add a load of stubs and implements some missing bits of functionality in ntoskrnl.exe; - Adds a couple of functions to ntdll.dll - Contains a couple of hacks, with one of them especially unfortunate and requiring debugging the thing further.
The patchset is based on top of current Staging. I am likely going to work on upstreaming most of those patches.
I did not test the game beyond the first screen. I guess multiplayer is unlikely to work.
Patch 0046 is actually not a fix or a workaround, this is essentially a shortcut to pass the thing further I used to be able to see the end of those missing pieces. The thread which is terminated there does a lot of checks on initialization, and something is still getting wrong on its way so if it finishes it work it tears down everything (while the other threads are already operating normally).
Anastasius, if you would like to debug the issue(s) with yet failing thread further to find out what it needs, would you please let me know so I won't duplicate the effort?