http://bugs.winehq.org/show_bug.cgi?id=8051
--- Comment #22 from Stefan Dösinger stefandoesinger@gmx.at 2007-12-16 15:03:58 --- (In reply to comment #21)
1)As it seems there isn't really a "software processing mode" in wined3d (right?),
Correct
- next problem is that GetDepthStencilSurface() fails with D3DERR_NOTFOUND.
What happens is: CreateDevice() called with AutoDepthStencil=true SetDepthStencil(NULL) Reset() called with AutoDepthStencil=true GetDepthStencilSurface() is expected to return something. Not sure what the proper fix is here. Just reassign the stencilBufferTarget to existing auto_depth_stencil_buffer as done in the patch or create a new one ?
Writing a test for this might reveal more information.
- segfault because of missing export Direct3DShaderValidatorCreate9().
Sadly this function seems to be completely undocumented :(.
Oh indeed, the sdk says it is internal and should not be used. That will be tricky. Note that we must not look at the windows code to find out what it does. We can try to find out what it does by writing tests, and looking at what Sim2 wants.
Demo is still completely unusable though because of rendering errors(most notably the sim isn't rendered at all).
Could be because of the shader constant problems. Does Sims2 ever set anything else but 0/0/0/0 to any constant > 224?