http://bugs.winehq.org/show_bug.cgi?id=17708
Summary: Splinter cell double agent doesn't render correctly Product: Wine Version: 1.1.16 Platform: All OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: -unknown AssignedTo: wine-bugs@winehq.org ReportedBy: puciek@gmail.com
Created an attachment (id=19904) --> (http://bugs.winehq.org/attachment.cgi?id=19904) Log from start till i had to kill the game (compressed because its 25mb)
Game renders only part of ui and character, rest is just darkness.
http://bugs.winehq.org/show_bug.cgi?id=17708
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Platform|All |Other
http://bugs.winehq.org/show_bug.cgi?id=17708
Predatory QQmber virtuousfox@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |virtuousfox@gmail.com
--- Comment #1 from Predatory QQmber virtuousfox@gmail.com 2009-07-16 05:55:02 --- confirm for 1.1.25
looks like game uses Unreal3 engine, damn thing gives artefacts even in Windows® but under wine it's like totally corrupted
http://bugs.winehq.org/show_bug.cgi?id=17708
Rosanne DiMesio dimesio@earthlink.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |dimesio@earthlink.net
--- Comment #2 from Rosanne DiMesio dimesio@earthlink.net 2010-06-08 09:46:05 --- Is this still an issue in current (1.2-rc2 or newer) Wine?
http://bugs.winehq.org/show_bug.cgi?id=17708
joaopa jeremielapuree@yahoo.fr changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jeremielapuree@yahoo.fr
--- Comment #3 from joaopa jeremielapuree@yahoo.fr 2011-04-03 12:16:57 CDT --- This bug could be closed as abandoned.
http://bugs.winehq.org/show_bug.cgi?id=17708
Igor Demyanov igor.demyanov@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #4 from Igor Demyanov igor.demyanov@gmail.com 2011-08-14 11:52:26 CDT --- *** This bug has been confirmed by popular vote. ***
http://bugs.winehq.org/show_bug.cgi?id=17708
Igor Demyanov igor.demyanov@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |igor.demyanov@gmail.com
--- Comment #5 from Igor Demyanov igor.demyanov@gmail.com 2011-08-14 11:53:42 CDT --- confirm for 1.3.26
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #6 from joaopa jeremielapuree@yahoo.fr 2011-08-15 02:04:47 CDT --- Does it occur with the demo http://www.jeuxvideopc.com/demo/8924-splinter-cell-double-agent.php
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #7 from Igor Demyanov igor.demyanov@gmail.com 2011-08-15 05:18:50 CDT --- Demo not running. Wine 1.3.26 err:ole:CoGetClassObject class {53e96b9b-3784-4edc-a80d-268cb5b5ec0d} not registered err:ole:CoGetClassObject class {53e96b9b-3784-4edc-a80d-268cb5b5ec0d} not registered err:ole:create_server class {53e96b9b-3784-4edc-a80d-268cb5b5ec0d} not registered fixme:ole:CoGetClassObject CLSCTX_REMOTE_SERVER not supported err:ole:CoGetClassObject no class object {53e96b9b-3784-4edc-a80d-268cb5b5ec0d} could be created for context 0x17 wine: Call from 0x7b839d72 to unimplemented function rpcrt4.dll.RpcServerUseProtseqIfA, aborting wine: Unimplemented function rpcrt4.dll.RpcServerUseProtseqIfA called at address 0x7b839d72 (thread 0009), starting debugger... Unhandled exception: unimplemented function rpcrt4.dll.RpcServerUseProtseqIfA called in 32-bit code (0x7b839d72).
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #8 from Austin English austinenglish@gmail.com 2011-08-15 13:13:40 CDT --- Created an attachment (id=35969) --> (http://bugs.winehq.org/attachment.cgi?id=35969) stub
Try this patch.
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #9 from Igor Demyanov igor.demyanov@gmail.com 2011-10-03 11:05:17 CDT --- wine 1.3.29 64bit + path(new)
err:ole:CoGetClassObject class {53e96b9b-3784-4edc-a80d-268cb5b5ec0d} not registered err:ole:CoGetClassObject class {53e96b9b-3784-4edc-a80d-268cb5b5ec0d} not registered err:ole:create_server class {53e96b9b-3784-4edc-a80d-268cb5b5ec0d} not registered fixme:ole:CoGetClassObject CLSCTX_REMOTE_SERVER not supported err:ole:CoGetClassObject no class object {53e96b9b-3784-4edc-a80d-268cb5b5ec0d} could be created for context 0x17 fixme:rpc:RpcServerUseProtseqIfA stub! fixme:ole:NdrCorrelationInitialize (0x42faf0, 0x42f6f0, 1024, 0x0): stub fixme:process:GetProcessWorkingSetSize (0xffffffff,0x42483c,0x424838): stub err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded fixme:win:EnumDisplayDevicesW ((null),0,0x4227f4,0x00000000), stub! wine: Unhandled exception 0x80000003 at address 0x7bc74734 (thread 0009), starting debugger...
Full log in attached. True path in attached
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #10 from Igor Demyanov igor.demyanov@gmail.com 2011-10-03 11:06:26 CDT --- Created attachment 36689 --> http://bugs.winehq.org/attachment.cgi?id=36689 New stub rpc patch
Fix stub rpc patch
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #11 from Igor Demyanov igor.demyanov@gmail.com 2011-10-03 11:07:20 CDT --- Created attachment 36690 --> http://bugs.winehq.org/attachment.cgi?id=36690 log of Wine 1.3.9 + patch
http://bugs.winehq.org/show_bug.cgi?id=17708
sacrediou sacrediou@yahoo.fr changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |sacrediou@yahoo.fr
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #12 from GyB gyebro69@gmail.com 2013-01-03 12:11:35 CST --- Created attachment 43069 --> http://bugs.winehq.org/attachment.cgi?id=43069 terminal output - Wine 1.5.20
The problem is still present as of wine-1.5.20-104-g0004788. I mean the graphical issues, not the crash that has been reported here earlier.
Native d3dx9_30 and Nvidia PhysX were installed.
Rendering of the models is seriously broken in the game. The attached log shows many GLSL related messages, they're present when HDR rendering enabled. I've changed many of the graphical options in SplinterCell4.ini, but none of them changed the behaviour. The game uses Unreal Engine 2.5, I tried to switch to OpenGL renderer, but the game refused to start with that. Disabling GLSL didn't help either.
Nvidia 250 / driver 304.64
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #13 from GyB gyebro69@gmail.com 2013-01-03 12:13:40 CST --- Created attachment 43070 --> http://bugs.winehq.org/attachment.cgi?id=43070 what's left of Sam Fisher after stepping into a tar pit (screenshot)
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #14 from Andrey Gusev andrey.goosev@gmail.com 2013-01-09 14:06:24 CST --- Just tested a demo and after installing directx Jun 2010 from winetricks, issue with rendering is gone. Using Wine 1.5.21, Nvidia 310.19, Ubuntu 12.10 and kernel 3.5.0-21.
http://bugs.winehq.org/show_bug.cgi?id=17708
Andrey Gusev andrey.goosev@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |andrey.goosev@gmail.com
http://bugs.winehq.org/show_bug.cgi?id=17708
Heiko zuxez@uni.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |zuxez@uni.de
--- Comment #15 from Heiko zuxez@uni.de 2013-02-20 11:22:20 CST --- Hello, I still encounter the problems even with recent git. I'm not quite sure how and why it's happening, but it started with just the character's shadow being awkward. Later the whole character layout is screwed in normal and night vision, but is rendered correctly in thermal and sound vision. So I suspect it being something related to the shaders. With native directx dlls the character is rendered like on the 'tar pit' screenshot. With wines d3dx9_36 the character is rendered almost like a cube (because of the lack of the vertex/pixel shader support in there).
After a bit of debunkering in d3d_shader one can find several lines a la
fixme:d3d_shader:print_glsl_info_log 0(12) : warning C7050: "R1.zw" might be used before being initialized
The shaders passed to the glsl compiler seem to contain directx-specific content, that being CTAB- and PRES-shader-comments. I hacked a CTAB-reader together, which shows several global variables with and several without default values:
trace:d3d_shader:shader_sm1_read_comment // "CTAB\x1c\x00\x00\x00\xc3\x00... trace:d3d_shader:GetConstantTable byte_code 0x7710d54, constant_table (nil) trace:d3d_shader:GetConstantTable Creator "Microsoft (R) D3DX9 Shader Compiler 9.11.519.0000", Version fffe0101, Constants 3, Target "vs_1_1" trace:d3d_shader:parse_ctab_constant_type name LocalToScreen, elements 1, index 8, defaultvalue (nil), regset D3DXRS_FLOAT4 trace:d3d_shader:parse_ctab_constant_type class D3DXPC_MATRIX_COLUMNS, type D3DXPT_FLOAT, rows 4, columns 4, elements 1, struct_members 0 trace:d3d_shader:parse_ctab_constant_type name g_GlobalConstants, elements 1, index 0, defaultvalue (nil), regset D3DXRS_FLOAT4
Basically, my question is, are these comments relevant to the actual rendering within wined3d? Should they be set on the renderer device with wined3d_device_set_vs_consts_f() and friends? I couldn't find any place in there handling them. And I'm not quite sure if they should be handled in wined3d at all or are used in d3dx9's dlls only?
Btw, I'm on an Intel Q6600 with an NVidia 9800GTX
media-libs/mesa-9.1_rc2 x11-base/xorg-server-1.13.2.901 x11-drivers/nvidia-drivers-310.32
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #16 from Heiko zuxez@uni.de 2013-02-20 11:40:12 CST --- Created attachment 43654 --> http://bugs.winehq.org/attachment.cgi?id=43654 Night vision with bogus player and enemy models
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #17 from Heiko zuxez@uni.de 2013-02-20 11:40:46 CST --- Created attachment 43655 --> http://bugs.winehq.org/attachment.cgi?id=43655 Thermal vision correctly renders player and enemy models
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #18 from Heiko zuxez@uni.de 2013-02-20 15:13:21 CST --- Meh. Frikkin buggy game. I upped the Graphics to max on 1280x1024 (except for HDR and highres textures; without closing the game), now the characters are rendered correctly, though the shadows are broken. I don't get it. So basically one or the other is weird. Still a shader thing I'd say. Maybe the order of loading/compiling is important? Some storage caps? This is on git 5069ad71b4ce3a0bf8b084842672573837e1a88a. Though older versions don't make a difference.
On a side note: Splinter Cell Chaos Theory worked perfectly. I guess because of the shaders. Double Agent requires SM 3.0. Chaos Theory could optionally use SM 3.0 which worked for me, though they did not contain any shader comments like // CTAB or // PRES.
http://bugs.winehq.org/show_bug.cgi?id=17708
Matteo Bruni matteo.mystral@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |matteo.mystral@gmail.com
--- Comment #19 from Matteo Bruni matteo.mystral@gmail.com 2013-02-21 10:48:35 CST --- (In reply to comment #15)
The shaders passed to the glsl compiler seem to contain directx-specific content, that being CTAB- and PRES-shader-comments.
Basically, my question is, are these comments relevant to the actual rendering within wined3d? Should they be set on the renderer device with wined3d_device_set_vs_consts_f() and friends? I couldn't find any place in there handling them. And I'm not quite sure if they should be handled in wined3d at all or are used in d3dx9's dlls only?
Those are only relevant for d3dx9; PRES specifically means there are preshaders, which are one of the features of d3dx9's effect framework still missing in our implementation. If you're using native d3dx9 dlls those shouldn't be an issue.
(In reply to comment #18)
Meh. Frikkin buggy game. I upped the Graphics to max on 1280x1024 (except for HDR and highres textures; without closing the game), now the characters are rendered correctly, though the shadows are broken. I don't get it. So basically one or the other is weird. Still a shader thing I'd say.
Not necessarily, but yeah, it looks like that. The game probably uses different shaders for different graphics settings.
Lines such as "vs_out[3] might be used before being initialized" from GyB's log might be relevant. There is some code in handle_ps3_input() to ensure pixel shader inputs are initialized to 0.0 if they aren't written by the vertex shader, but that might not come into effect if the vertex shader is "clever" enough (e.g. it writes into an output register only in one of the branches of an if). Not sure if that's the case here.
Anyway, I suggest you to get a +d3d_shader trace and look at the relevant shaders, there might be some clue there. You can also attach the trace here (compressing it and/or cutting out the uninteresting parts).
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #20 from Andrey Gusev andrey.goosev@gmail.com 2013-10-01 16:48:17 CDT --- Created attachment 46164 --> http://bugs.winehq.org/attachment.cgi?id=46164 log on wine 1.7.3
Seems now it's related to bug 25857 (?). Some log strings:
fixme:d3dx:ID3DXEffectImpl_End iface 0xd765870 partial stub fixme:d3dx:ID3DXEffectImpl_Begin iface 0xd765870, passes (nil), flags 0x7 partial stub fixme:d3dx:ID3DXEffectImpl_BeginPass No states applied, yet!
http://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #21 from Andrey Gusev andrey.goosev@gmail.com --- Created attachment 47594 --> http://bugs.winehq.org/attachment.cgi?id=47594 d3d_shader
Still in 1.7.13
https://bugs.winehq.org/show_bug.cgi?id=17708
Béla Gyebrószki gyebro69@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |gyebro69@gmail.com
--- Comment #22 from Béla Gyebrószki gyebro69@gmail.com --- Still present in wine-1.7.34-110-gfd925d0, Nvidia binary drivers 340.65
https://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #23 from Matteo Bruni matteo.mystral@gmail.com --- Is this reproducible with the demo from http://www.fileplanet.com/169143/160000/fileinfo/Splinter-Cell:-Double-Agent... ?
Also a shot in the dark, does attachment 51668 from bug 34052 make any difference?
https://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #24 from Andrey Gusev andrey.goosev@gmail.com --- (In reply to Matteo Bruni from comment #23)
Is this reproducible with the demo from http://www.fileplanet.com/169143/160000/fileinfo/Splinter-Cell:-Double-Agent... Demo-%5BSingleplayer%5D ?
Yes.
Also a shot in the dark, does attachment 51668 [details] from bug 34052 make any difference?
No changes.
wine-1.7.51-92-gefb1cf0, Nvidia 352.21
https://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #25 from joaopa jeremielapuree@yahoo.fr --- Can an administrator put this working link to the URL place http://gsf-cf.softonic.com/81d/2a9/a3b5ce3818a473360dab040a0faa0985e1/file?S...
https://bugs.winehq.org/show_bug.cgi?id=17708
Rosanne DiMesio dimesio@earthlink.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC|dimesio@earthlink.net |
https://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #26 from Béla Gyebrószki gyebro69@gmail.com --- I started the first mission in the game (Steam version) on a Nvidia 730 card, and can't seem to reproduce the issue. Models were rendered properly both with nouveau/mesa-13.1.0-devel and Nvidia binary drivers 375.10. I tried with Wine 1.7.20, 1.7.50, 1.9.0, 1.9.22: all looked good.
https://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #27 from Béla Gyebrószki gyebro69@gmail.com --- If someone wants to test it, link to the demo: http://www.gamershell.com/download_16362.shtml
Place native d3dx9_30.dll in the SCDAOffline/System directory and start the game from there (plus add '-ll' parameter to the command line): 'wine SplinterCell4.exe -ll'.
https://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #28 from Andrey Gusev andrey.goosev@gmail.com --- Looks it's not an issue anymore. Demo contains native d3dx9_30, but there is no any reason to use it.
Tested with wine-3.11-74-g86864486be, Nvidia Driver 390.59
https://bugs.winehq.org/show_bug.cgi?id=17708
--- Comment #29 from joaopa jeremielapuree@yahoo.fr --- Reported fixed. Please, close this bug as FIXED.
https://bugs.winehq.org/show_bug.cgi?id=17708
Jeff Zaroyko jeffz@jeffz.name changed:
What |Removed |Added ---------------------------------------------------------------------------- Resolution|--- |FIXED Status|NEW |RESOLVED
--- Comment #30 from Jeff Zaroyko jeffz@jeffz.name --- Reported fixed.
https://bugs.winehq.org/show_bug.cgi?id=17708
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #31 from Alexandre Julliard julliard@winehq.org --- Closing bugs fixed in 3.21.