http://bugs.winehq.org/show_bug.cgi?id=8051
--- Comment #21 from Peter Beutner p.beutner@gmx.net 2007-12-16 14:57:35 --- Created an attachment (id=9659) --> (http://bugs.winehq.org/attachment.cgi?id=9659) some hacks that allow the demo to start
three problems identified so far:
1) as mentioned in comment #18 it tries to set 1024 vertex shader constants. d3d9 allows up to 8192 constants in software vertex processing mode so that request should be valid. As it seems there isn't really a "software processing mode" in wined3d (right?), so for now just ignore any constants beyond the ones that wined3d and the hw supports. Here it is just used to initially set these constants to zero so it shouldn't cause too much trouble.
2) 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 ?
3) segfault because of missing export Direct3DShaderValidatorCreate9(). Sadly this function seems to be completely undocumented :(.
Demo is still completely unusable though because of rendering errors(most notably the sim isn't rendered at all).