http://bugs.winehq.org/show_bug.cgi?id=19306
Summary: visual bugs on Trackmania in 1.1.19 Product: Wine Version: 1.1.19 Platform: PC OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: directx-d3d AssignedTo: wine-bugs@winehq.org ReportedBy: yoann.laissus@gmail.com CC: stefan@codeweavers.com
Created an attachment (id=22351) --> (http://bugs.winehq.org/attachment.cgi?id=22351) without the bug
Since wine 1.1.19 with the fbo mode and the GLSL enabled, Trackmania Nations Forever have importants visual bugs. For example, the car are not displayed.
I attached the screen of the main menu with the bug and without the bug.
The regression test : commit 3e099d014750fa5fc2a10c6aa4bf23ddc80a1fc6 Author: Stefan Dösinger stefan@codeweavers.com Date: Wed Feb 25 21:20:39 2009 +0100
wined3d: Advertise post pixelshader blending for a few more formats.
Windows advertises it on all these formats(Nvidia Geforce 7400), and Trackmania Nations needs it on D3DFMT_Q8W8V8U8 to accept ps_3_0 support.
http://bugs.winehq.org/show_bug.cgi?id=19306
Laissus Yoann yoann.laissus@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords| |regression
http://bugs.winehq.org/show_bug.cgi?id=19306
--- Comment #1 from Laissus Yoann yoann.laissus@gmail.com 2009-07-13 07:31:22 --- Created an attachment (id=22352) --> (http://bugs.winehq.org/attachment.cgi?id=22352) with the bug
http://bugs.winehq.org/show_bug.cgi?id=19306
Stefan Dösinger stefandoesinger@gmx.at changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords|regression | CC| |stefandoesinger@gmx.at
--- Comment #2 from Stefan Dösinger stefandoesinger@gmx.at 2009-07-13 10:48:43 --- Not a regression, even though it seems like one.
These patches were specifically written to enable Trackmania's PC3 (Shader Model 3) renderer. The problem of this renderer is that it needs 255 vertex shader constants in a shader, and our GLSL backend cannot provide this(yet).
You can configure the game to use its Shader Model 2 codepath, which will give you the old graphics back, with working cars, but less details. Or you can use the ARB backend if you have an Nvidia card. ARB has a tighter control over the used shader constants, so we can get all the 255 constants the game needs. The third alternative is to buy a geforce 8 card, which supports 4096 shader constants. (Even ARB cannot provide the 256'th vertex shader constant however)
We can provide those 255 shader constants on dx9 cards with GLSL too, but it would be a set of ugly hacks, and just work by sheer luck because the shader in question does not trigger any condition when the GLSL compiler has to load some private constants.
http://bugs.winehq.org/show_bug.cgi?id=19306
Mark Haylock mark@abitofthought.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |mark@abitofthought.com
--- Comment #3 from Mark Haylock mark@abitofthought.com 2009-11-10 18:46:58 --- (In reply to comment #2)
Or you can use the ARB backend if you have an Nvidia card. ARB has a tighter control over the used shader constants, so we can get all the 255 constants the game needs.
I've tried today to run this on my Macbook Pro (with a 9400M GPU) in PC3 Low with GLSL disabled, but the rendering quality appears the same as with GLSL (it does seem less prone to crash without GLSL though). So the car is still invisible using ARB. Has something changed since your comment, or am I just limited in some way by my GPU?
This is with wine version 1.1.32 on OS X via macports.
http://bugs.winehq.org/show_bug.cgi?id=19306
--- Comment #4 from Stefan Dösinger stefandoesinger@gmx.at 2009-11-11 02:59:17 --- Are you using Leopard or Snow Leopard? Can you attach the output of glxinfo -l ? glxinfo should come with the X server package
http://bugs.winehq.org/show_bug.cgi?id=19306
--- Comment #5 from Mark Haylock mark@abitofthought.com 2009-11-11 16:09:31 --- Created an attachment (id=24675) --> (http://bugs.winehq.org/attachment.cgi?id=24675) Output of "glxinfo -l" on Snow Leopard running xorg-server 1.7.99.1
http://bugs.winehq.org/show_bug.cgi?id=19306
--- Comment #6 from Mark Haylock mark@abitofthought.com 2009-11-11 16:11:57 --- (In reply to comment #4)
Are you using Leopard or Snow Leopard? Can you attach the output of glxinfo -l ? glxinfo should come with the X server package
I've attached a copy of the output. I'm running Snow Leopard, I had to install the xorg-server-devel macport of XQuartz (v 1.7.99.1) in order to get OpenGL support at all.
So do you think this is just an X11 bug, not exposing the full capabilities of the card?
http://bugs.winehq.org/show_bug.cgi?id=19306
--- Comment #7 from Stefan Dösinger stefandoesinger@gmx.at 2009-11-12 02:36:37 --- GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB = 1024
Should be fine constant wise. I guess its an OSX driver bug.
http://bugs.winehq.org/show_bug.cgi?id=19306
Dmitry Timoshkov dmitry@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Summary|visual bugs on Trackmania |visual bugs on Trackmania |in 1.1.19 |
http://bugs.winehq.org/show_bug.cgi?id=19306
--- Comment #8 from Stefan Dösinger stefandoesinger@gmx.at 2009-12-04 09:09:57 --- This should work with Geforce 8 cards on Linux and OSX with any settings.
With Geforce 7 cards it only works with ARB shaders on Linux. On OSX+gf7 you have to go back to SM 2 in the game settings.
I cannot start Trackmania right now myself - its crashing before starting a race. Probably a different regression.
http://bugs.winehq.org/show_bug.cgi?id=19306
--- Comment #9 from Austin English austinenglish@gmail.com 2011-10-01 15:10:01 CDT --- This is your friendly reminder that there has been no bug activity for 1 year. Is this still an issue in current (1.3.29 or newer) wine?
http://bugs.winehq.org/show_bug.cgi?id=19306
Wylda wylda@volny.cz changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords| |download Status|UNCONFIRMED |NEW URL| |http://www.focus-files.com/ | |game/ CC| |wylda@volny.cz Ever Confirmed|0 |1
--- Comment #10 from Wylda wylda@volny.cz 2012-05-19 07:42:47 CDT ---
This is your friendly reminder that there has been no bug activity for 1 year. Is this still an issue in current (1.3.29 or newer) wine?
I still see this even under wine-1.5.4-185-g6c51c1b, but also before the "regression", i.e. wine-1.1.18.
nVidia GT240 v275.09.07
http://bugs.winehq.org/show_bug.cgi?id=19306
hanska2@luukku.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |hanska2@luukku.com
--- Comment #11 from hanska2@luukku.com --- I just installed the demo and there were few suspicious things.
The screen where you see earth, oceans were green and continents were grey color.
Also when you race I felt like that the road was missing some black color.
I am not sure of these graphical issues, because I haven't seen how it looks on windows.
wine 1.7.22 (all settings were default)
https://bugs.winehq.org/show_bug.cgi?id=19306
Stefan Dösinger stefandoesinger@gmx.at changed:
What |Removed |Added ---------------------------------------------------------------------------- CC|stefan@codeweavers.com |
https://bugs.winehq.org/show_bug.cgi?id=19306
winetest@luukku.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |winetest@luukku.com
--- Comment #12 from winetest@luukku.com --- Download dead. Also the other example picture link is dead.
https://bugs.winehq.org/show_bug.cgi?id=19306
--- Comment #13 from winetest@luukku.com --- (In reply to Stefan Dösinger from comment #2)
Not a regression, even though it seems like one.
These patches were specifically written to enable Trackmania's PC3 (Shader Model 3) renderer. The problem of this renderer is that it needs 255 vertex shader constants in a shader, and our GLSL backend cannot provide this(yet).
You can configure the game to use its Shader Model 2 codepath, which will give you the old graphics back, with working cars, but less details. Or you can use the ARB backend if you have an Nvidia card. ARB has a tighter control over the used shader constants, so we can get all the 255 constants the game needs. The third alternative is to buy a geforce 8 card, which supports 4096 shader constants. (Even ARB cannot provide the 256'th vertex shader constant however)
We can provide those 255 shader constants on dx9 cards with GLSL too, but it would be a set of ugly hacks, and just work by sheer luck because the shader in question does not trigger any condition when the GLSL compiler has to load some private constants.
Has there been any update on this? This was said back 2009. I would like to highlight the words: "...and our GLSL backend cannot provide this(yet)."
https://bugs.winehq.org/show_bug.cgi?id=19306
Stefan Dösinger stefan@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefan@codeweavers.com
--- Comment #14 from Stefan Dösinger stefan@codeweavers.com --- (In reply to winetest from comment #13)
Has there been any update on this? This was said back 2009. I would like to highlight the words: "...and our GLSL backend cannot provide this(yet)."
On dx10+ cards this should work. If you are having this problem on a Geforce 8 or newer, or on a Radeon HD 2000 or newer it is probably a different bug. On older ones it has improved a bit, but not enough for this game.
The situation is unchanged on Nvidia. We're providing 253 uniform for the game's use, 2 are left for the compiler's own use and 1 is for our position fixup uniform. If you have a geforce 6/7 card use ARB shaders for this game.
On AMD cards we have removed the hack that reserved something like 8 uniforms for the compiler and are doing the same thing we're doing on Nvidia now. So in theory the game has 253 constants available, but needs 255 (256 is the HW limit).
If you want this to change it is something that you'll have to do yourself. The hardware is EOL since a long time, so I won't put much time into fine-tuning this corner case, and I believe the mesa driver devs won't do it either.
Again, if you're on a dx10 card and the game doesn't work (it does for me with it's highest quality Shader Model 3 shaders) then the problem is something else and I am happy to investigate.
https://bugs.winehq.org/show_bug.cgi?id=19306
Qwerty Chouskie asdfghrbljzmkd@outlook.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |asdfghrbljzmkd@outlook.com
--- Comment #15 from Qwerty Chouskie asdfghrbljzmkd@outlook.com --- Can this be closed wontfixed? I doubt anyone cares about hardware older than the GTX 8800 anymore... :)
That's not to say this game has no visual bugs, (it still doesn't render water correctly on some shader models), but this particular bug with the shader constants seems obsolete.
https://bugs.winehq.org/show_bug.cgi?id=19306
Stefan Dösinger stefan@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution|--- |ABANDONED
--- Comment #16 from Stefan Dösinger stefan@codeweavers.com --- Yeah, I'll resolve it as abandoned. While I still have dx9 hardware in use myself, fixing this bug on dx9 HW in a generic way is probably impossible and even if there's a way to make it work it will be a lot of effort for something that probably nobody will use.
https://bugs.winehq.org/show_bug.cgi?id=19306
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #17 from Austin English austinenglish@gmail.com --- Closing.