http://bugs.winehq.org/show_bug.cgi?id=23274
Summary: Jedi Knight: Dark Forces II screen blue-tearing when picking up an item Product: Wine Version: 1.1.28 Platform: x86 URL: http://www.filefront.com/845549/jedidemo.exe OS/Version: Linux Status: NEW Keywords: download, regression Severity: normal Priority: P2 Component: directx-ddraw AssignedTo: wine-bugs@winehq.org ReportedBy: wylda@volny.cz CC: hverbeet@gmail.com Blocks: 22684
Created an attachment (id=29010) --> (http://bugs.winehq.org/attachment.cgi?id=29010) Savegame - standing before gun
When an weapon is picked up, screen should go into faint blue for fraction of a second (verified on windows). Instead, on weapon pickup screen is choppy with "blue-belt" moving from top-down.
Regression test between 1.1.27 and 1.1.28 reveal:
commit ecd2dc7603382388665daa83a60fa0e4a5eadb38 Author: Henri Verbeet hverbeet@codeweavers.com Date: Fri Aug 14 09:23:25 2009 +0200
wined3d: Make RTL_READTEX the default rendertarget locking method.
For most cards this should make more sense than RTL_READDRAW, even if e.g. surface_upload_data() has some room for improvement.
:040000 040000 cc7143b222409b613cb6a8d2299fd6119daa71e1 1f23cb38ca38458424babb6bdbed76b40ec5b6bf M dlls
Correct behavior can be tested on top of 1.1.28 with "winetricks rtlm=readdraw". Things got worse around bug 22684. As this is underlying problem, i make this one as blocker for 22684.
Steps to reproduce: 1. Set windowed mode 800x600 2. Download and install 3. There is savegame before gun, to test pickup 4. In game don't checks 3d acceleration
Note: Unfortunately putting back readdraw makes game menu somewhat unreadable, but working.
http://bugs.winehq.org/show_bug.cgi?id=23274
--- Comment #1 from Roderick Colenbrander thunderbird2k@gmail.com 2010-06-21 20:12:23 --- Created an attachment (id=29061) --> (http://bugs.winehq.org/attachment.cgi?id=29061) Hack to fix the issue
To be honest I think this is more or less the same as the other bug (I see the blue stuff though). Try with this hack which at least fixes the other bug and it would show if the blue bug is the same or not.
The issue is that some piece of code which we don't want to hit in the first place doesn't handle some situation (read_from_framebuffer_texture lacks flipping). The hack falls back to a code path which handles the flipping but I'm not sure if we want to have code like this at all.
http://bugs.winehq.org/show_bug.cgi?id=23274
--- Comment #2 from Henri Verbeet hverbeet@gmail.com 2010-06-22 05:52:51 --- (In reply to comment #1)
Created an attachment (id=29061)
--> (http://bugs.winehq.org/attachment.cgi?id=29061) [details]
Hack to fix the issue
That code has issues. E.g. it does a potentially needless readback of the drawable and kicks out the drawable location for no good reason.
http://bugs.winehq.org/show_bug.cgi?id=23274
--- Comment #3 from Henri Verbeet hverbeet@gmail.com 2010-06-22 05:58:12 --- (In reply to comment #0)
Correct behavior can be tested on top of 1.1.28 with "winetricks rtlm=readdraw". Things got worse around bug 22684. As this is underlying problem, i make this one as blocker for 22684.
I'm seeing the issue from bug 22684, and sent a patch for that (http://source.winehq.org/patches/data/62859), but after fixing that I'm not seeing the issue you're describing here. With ecd2dc7603382388665daa83a60fa0e4a5eadb38 I only see some flickering.
http://bugs.winehq.org/show_bug.cgi?id=23274
--- Comment #4 from Wylda wylda@volny.cz 2010-06-22 06:32:31 --- (In reply to comment #1)
To be honest I think this is more or less the same as the other bug (I see the blue stuff though).
The difference is, that previous bug 22684 is about incorrect-blue-upsidedown-flickering.
This one is about regression from correct faint-blue to incorrect-blue-flickering.
In other words bug 22684 was about upside down picture on weapon pickup. :)
I tried both patches in both scenarios (Readtex & readdraw) and both displays it correctly and fixes even both bug 22684 and bug 23274.
Of course my knowledge allow me to judge only the visual results not the patch content ;) So thank you!
http://bugs.winehq.org/show_bug.cgi?id=23274
Roderick Colenbrander thunderbird2k@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |thunderbird2k@gmail.com
--- Comment #5 from Roderick Colenbrander thunderbird2k@gmail.com 2010-06-22 12:48:10 --- (In reply to comment #2)
(In reply to comment #1)
Created an attachment (id=29061)
--> (http://bugs.winehq.org/attachment.cgi?id=29061) [details] [details]
Hack to fix the issue
That code has issues. E.g. it does a potentially needless readback of the drawable and kicks out the drawable location for no good reason.
I just wanted to isolate the issue for him first and make sure RealizePalette wasn't again messing things up again. There has been several issues he had in this game which I and others weren't able to reproduce which made debugging quite hard. The real fix I was planning was similar to what you did but I didn't want to add it during the code freeze for 1.2-rc1, so I left this area alone.
http://bugs.winehq.org/show_bug.cgi?id=23274
Wylda wylda@volny.cz changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution| |FIXED
--- Comment #6 from Wylda wylda@volny.cz 2010-06-22 15:03:21 ---
Thanks both of you - fixed in wine-1.2-rc4-70-g802c4de.
Just a short question for possible both: Did you see weapon flickering during the tests? It looks like one screen has gun and is immediately repainted by screen without the gun.
http://bugs.winehq.org/show_bug.cgi?id=23274
--- Comment #7 from Henri Verbeet hverbeet@gmail.com 2010-06-22 15:14:18 --- (In reply to comment #6)
Just a short question for possible both: Did you see weapon flickering during the tests?
Not consistently, but I did see it flicker a couple of times when you stand close to a wall and fire the gun so you take some damage.
http://bugs.winehq.org/show_bug.cgi?id=23274
--- Comment #8 from Wylda wylda@volny.cz 2010-06-22 15:28:42 ---
Thanks for info. In my case i see it all the time since i load the save game.
BTW: This weapon filckering was originaly reported by Jeff in bug 22356 but in comment 27 it was fixed for him.
http://bugs.winehq.org/show_bug.cgi?id=23274
--- Comment #9 from Roderick Colenbrander thunderbird2k@gmail.com 2010-06-22 15:39:05 --- (In reply to comment #7)
(In reply to comment #6)
Just a short question for possible both: Did you see weapon flickering during the tests?
Not consistently, but I did see it flicker a couple of times when you stand close to a wall and fire the gun so you take some damage.
Yeah I see the same so now and then but it doesn't happen all the time. Before there was another quite severe flickering bug related to read_from_framebuffer_texture but it might be a different one now. Open a new bug report and I will take a look at it.
http://bugs.winehq.org/show_bug.cgi?id=23274
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #10 from Alexandre Julliard julliard@winehq.org 2010-06-25 12:41:48 --- Closing bugs fixed in 1.2-rc5.
http://bugs.winehq.org/show_bug.cgi?id=23274
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Component|directx-ddraw |directx-d3d