https://bugs.winehq.org/show_bug.cgi?id=48180
Erich E. Hoover erich.e.hoover@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |erich.e.hoover@gmail.com
--- Comment #6 from Erich E. Hoover erich.e.hoover@gmail.com --- (In reply to Alexander Milos from comment #5)
... Due to the trace logs being (much) larger than the 10MB attachment limit, I've uploaded them to a (randomly chosen by googling) third party host. If there is an official policy or even a suggestion about using a different third party host, please advise me so.
Not really, people generally use whatever they're most comfortable with.
- Trace log of the game running inside a clean prefix using latest master
with WINEDEBUG=+msvcrt,+ntdll
The only impacted routine I see in this log is MSVCRT_vsnscanf_s_l, but it appears that all the numbers that it is decoding are within the range of values that it would not be a problem. I did miss another possibility, which is that "webservices" has a bunch of WsRead* routines that could be impacted. A log with just "+webservices" would be useful.
- Trace log of the game running inside a clean prefix using latest master
with WINEDEBUG=+d3d,+d3d11,+d3dshader
The obvious d3d routines that touch the x87 FPU are: 1) d3d8_CreateDevice (d3d8) 2) d3d9_CreateDevice[Ex] (d3d9) 3) d3d_device7_*_FPUPreserve (ddraw) Though I have not done an exhaustive search.
I would be surprised if your application uses any of these, but it would be a good idea to check. The easiest way to do that would probably be something like this: WINEDEBUG="+d3d8,+d3d9,+ddraw" app.exe 2>&1 | grep -e '_CreateDevice' -e '_FPUPreserve'
What might be the case is that initializing d3d11 configures the x87 FPU, but that will be harder to figure out...