http://bugs.winehq.org/show_bug.cgi?id=11584
Summary: Recent patch breaks Call of Duty 4 Product: Wine Version: CVS/GIT Platform: Other OS/Version: other Status: UNCONFIRMED Severity: normal Priority: P2 Component: directx-d3d AssignedTo: wine-bugs@winehq.org ReportedBy: zgold550@gmail.com CC: thunderbird2k@gmx.net
Recent patch inbetween .55 and now breaks playing call of duty 4 demo. Git bisect returned the following :
(Gentoo x86 32 bit, Geforce 7900GS with 100.14.19 driver.)
ba90a740beb9ce9a839cc843db8d87f5a37becdd is first bad commit commit ba90a740beb9ce9a839cc843db8d87f5a37becdd Author: Roderick Colenbrander thunderbird2k@gmx.net Date: Sun Feb 10 22:20:15 2008 +0100
wined3d: Add read_from_framebuffer_texture which combines code from read_from_framebuffer (drawpixels) and LoadLocation.
This makes the code easier to read and the pieces borrowed from read_from_framebuffer are more correct than the code in LoadLocation.
:040000 040000 74e4bdc73e367c8f38cd3d0818df0fc86eb788bf 3e54409be7c9d2964efbf3d3c2f3d3b84a267047 M dlls
http://bugs.winehq.org/show_bug.cgi?id=11584
Zach Goldberg zgold550@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- URL| |http://files.filefront.com/C | |all+of+Duty+4+Modern+Warfare | |+Demo/;8774322;/fileinfo.htm | |l Keywords| |download
http://bugs.winehq.org/show_bug.cgi?id=11584
James Hawkins truiken@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords| |regression
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #1 from Vitaliy Margolen vitaliy@kievinfo.com 2008-02-13 23:39:49 --- Duplicate of bug 11545?
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #2 from Zach Goldberg zgold550@gmail.com 2008-02-13 23:42:12 --- I don't think so. Game works just fine in .55. This patch is one on the first day of commits after 55 i think.
http://bugs.winehq.org/show_bug.cgi?id=11584
Rico kgbricola@web.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |kgbricola@web.de
--- Comment #3 from Rico kgbricola@web.de 2008-02-14 15:04:07 --- Confirming this bug.
This is NOT a dupe of bug 11545.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #4 from Austin English austinenglish@gmail.com 2008-02-16 19:11:04 --- How exactly does it 'break'? When I try to run it, I get an error saying:
Error during initialization: Video card or driver doesn't support separate alpha blend, glow will be disabled."
Then have this log in the client: ----- Initializing Renderer ---- ----- Client Initialization Complete ----- Attempting 44 kHz 16 bit [Windows default] sound ----- R_Init ----- Getting Direct3D 9 interface... Pixel shader version is 2.0 Vertex shader version is 2.0 Video card or driver doesn't accelerate dynamic textures. Video card or driver doesn't support separate alpha blend, glow will be disabled.
Error during initialization: Video card or driver doesn't support separate alpha blend, glow will be disabled.
And COD refuses to run. This is current git, haven't tried wine 0.9.55.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #5 from Rico kgbricola@web.de 2008-02-17 04:00:59 --- You need to apply this patch http://bugs.winehq.org/attachment.cgi?id=10811 .
This makes the game happy.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #6 from Gregor Münch greg87@online.de 2008-02-17 08:30:37 --- Which more or less proves that bug #10010 is still valid...
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #7 from Gregor Münch greg87@online.de 2008-02-17 11:05:56 --- Game runs just fine for me. Retail v1.0, current git and 8600 GT (nvidia drivers 169.09)
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #8 from Roderick Colenbrander thunderbird2k@gmx.net 2008-02-17 16:22:06 --- In what way does it crash with my patch in? As the patch moves code around and cleans some stuff up.
Note that the game can behave differently on different videocards and drivers. For instance it crashes when there isn't enough video memory and the 3d capabilities change between different cards (e.g. the game launches a different backend when we report GeforceFX-like capabilities or Geforce8).
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #9 from Rico kgbricola@web.de 2008-02-18 13:05:27 --- Created an attachment (id=10835) --> (http://bugs.winehq.org/attachment.cgi?id=10835) Picture where the game hangs
the console output (last lines): fixme:d3d_shader:shader_glsl_color_correction Add color fixup for vertex texture WINED3DSIO_TEXLDL fixme:d3d:IWineD3DVolumeImpl_LockBox (0xeee04d0) : pBox=(nil) stub fixme:d3d:IWineD3DVolumeImpl_LockBox (0xeee04d0) : pBox=(nil) stub fixme:d3d:IWineD3DVolumeImpl_LockBox (0xd8dcb08) : pBox=(nil) stub err:seh:setup_exception stack overflow 44 bytes in thread 001c eip 7e9f59f4 esp 7cedbfd4 stack 0x7cedc000-0x7cfdc000 err:ntdll:RtlpWaitForCriticalSection section 0x7e4b7980 "x11drv_main.c: X11DRV_CritSection" wait timed out in thread 0014, blocked by 001c, retrying (60 sec)
My specs: Fedora7 x86_64, 8800GTS(640MB), proprtary driver 100.14.23
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #10 from Rico kgbricola@web.de 2008-02-18 13:11:06 --- Created an attachment (id=10836) --> (http://bugs.winehq.org/attachment.cgi?id=10836) Full crash log
This is an addition to the previous post, the full crash log.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #11 from Zach Goldberg zgold550@gmail.com 2008-02-18 13:22:11 --- Just to confirm I'm witnessing identical behavior to Rico.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #12 from Roderick Colenbrander thunderbird2k@gmx.net 2008-02-18 14:19:46 --- Are you sure it is just my framebuffer patch which did this? You haven't changed any registry settings? (e.g. video memory size) It sounds impossible (really). Try to undo the patch.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #13 from Rico kgbricola@web.de 2008-02-19 15:38:07 --- Created an attachment (id=10852) --> (http://bugs.winehq.org/attachment.cgi?id=10852) patch to revert the problematic things
If I apply this patch (which just reverts your patch) the game starts and runs fine. I used wine-0.9.55-276-g2472e81
I haven't changed any registry settings. I undo your patch with mine (I couldn't undo yours directly).
Just applying my patch (reverting yours) -> make -> game work Reverting my patch (applying yours) -> make -> game crash
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #14 from Roderick Colenbrander thunderbird2k@gmx.net 2008-02-19 16:04:40 --- As I can't reproduce the crash you should do some more testing on your own. What I would recommend as a first step is to copy all the code which you now moved below 'if (This->Flags & SFLAG_INDRAWABLE) {' to read_from_framebuffer_texture and disable the code which is now inside that function. Further these few lines should be at the start of read_from_framebuffer_texture and be removed from the code before 'if(This->Flags & SFLAG_INDRAWABLE) + d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb); + ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); + surface_bind_and_dirtify(This);
Further the 'else' portion should again look like (the way I changed it in the patch) } else { /* Upload from system memory */ d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); surface_bind_and_dirtify(This); ENTER_GL();
After these changes it should in theory work as before. If this is the case we can look further.
http://bugs.winehq.org/show_bug.cgi?id=11584
Rico kgbricola@web.de changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #10852|0 |1 is obsolete| |
--- Comment #15 from Rico kgbricola@web.de 2008-02-20 15:08:46 --- Created an attachment (id=10867) --> (http://bugs.winehq.org/attachment.cgi?id=10867) this patch copys the single steps in the function read_from_framebuffer_texture
I hope I've done all right and I've attached a patch which makes the changes (I hope so) you suggested. With this patch the game runs without problems. And I think we can look further ;-).
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #16 from Roderick Colenbrander thunderbird2k@gmx.net 2008-02-20 15:14:06 --- The main difference between the original code and my code is the read buffer handling. Try to make it look like the new code and see if it still works..
http://bugs.winehq.org/show_bug.cgi?id=11584
Rico kgbricola@web.de changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #10867|0 |1 is obsolete| |
--- Comment #17 from Rico kgbricola@web.de 2008-02-20 15:15:10 --- Created an attachment (id=10868) --> (http://bugs.winehq.org/attachment.cgi?id=10868) the main problem located
Ok, I think I've located the problem. Could you have a look at the attached patch?
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #18 from Roderick Colenbrander thunderbird2k@gmx.net 2008-02-20 16:09:55 --- The patch is likely correct but I'm not an expert on the context switching stuff (stefan wrote that piece). Likely (99% certain) it is correct. Submit the patch and if it isn't correct, Stefan will tell.
http://bugs.winehq.org/show_bug.cgi?id=11584
Stefan Dösinger stefandoesinger@gmx.at changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefandoesinger@gmx.at
--- Comment #18 from Roderick Colenbrander thunderbird2k@gmx.net 2008-02-20 16:09:55 --- The patch is likely correct but I'm not an expert on the context switching stuff (stefan wrote that piece). Likely (99% certain) it is correct. Submit the patch and if it isn't correct, Stefan will tell.
--- Comment #19 from Stefan Dösinger stefandoesinger@gmx.at 2008-02-22 16:20:21 --- It isn't correct I think as explained on wine-devel. There are problems when the app tries to read the back buffer or front buffer while an offscreen render target is active
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #20 from Bobby Gill brownitus@gmail.com 2008-02-23 19:46:00 --- (In reply to comment #5)
You need to apply this patch http://bugs.winehq.org/attachment.cgi?id=10811 .
This makes the game happy.
I am getting the exact same error as Austin, using wine-git. How do I apply this patch you have linked??
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #21 from Austin English austinenglish@gmail.com 2008-02-23 20:19:26 --- (In reply to comment #20)
(In reply to comment #5)
You need to apply this patch http://bugs.winehq.org/attachment.cgi?id=10811 .
This makes the game happy.
I am getting the exact same error as Austin, using wine-git. How do I apply this patch you have linked??
Download the patch. $ cd ~/wine-git/ $ patch -p1 < /path/to/patch/here/ $ ./configure && make clean && make depend && make
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #22 from Rico kgbricola@web.de 2008-02-24 07:23:47 --- I have some new stuff:
The game runs without problems (without any patch from me) when the OffscreenRenderingMode is set to FBO.
Just for me that I know where I am ;-): If the OffscreenRenderingMode != FBO (it is pbuffer or backbuffer) the game crash in IWineD3DSurface_PreLoad(target) in context.c
http://bugs.winehq.org/show_bug.cgi?id=11584
Rico kgbricola@web.de changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #10868|0 |1 is obsolete| |
--- Comment #23 from Rico kgbricola@web.de 2008-02-24 07:56:24 --- Created an attachment (id=10936) --> (http://bugs.winehq.org/attachment.cgi?id=10936) pointed out where the game hangs and breaks short before that
This is a patch which breaks shortly before the game crash. I post a back trace soon.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #24 from Rico kgbricola@web.de 2008-02-24 08:02:32 --- Created an attachment (id=10937) --> (http://bugs.winehq.org/attachment.cgi?id=10937) simple back trace
This is the back trace which I get after the debugger is started with the previous patch. This looks like a function is calling it self recursivly without returning.
Is there a chance to get the full back trace? It looks like that there is a limit of 200 lines.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #25 from Stefan Dösinger stefandoesinger@gmx.at 2008-02-24 08:39:04 --- The more deeply rooted problem is that PreLoad itself can call ActivateContext to find a GL context. It should be filtered out, but its not really a clear design.
I think what needs to be done (with the current scheme) is to set lastActiveRenderTarget before calling this PreLoad call, to make sure that there isn't an infinite recursion.
However, the PreLoad is wrong at the current place. FindContext must not do anything that leads to opengl calls, because it's FindContexts job to find a GL context to use, and it can't use it itself because it is activated later on.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #26 from Rico kgbricola@web.de 2008-03-19 15:30:20 --- Created an attachment (id=11503) --> (http://bugs.winehq.org/attachment.cgi?id=11503) sample patch
However, the PreLoad is wrong at the current place.
Is this the right patch?
http://bugs.winehq.org/show_bug.cgi?id=11584
byteframe byteframe@yahoo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |byteframe@yahoo.com
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #27 from Tiemen Schreuder tietmen@hotmail.com 2008-04-09 16:53:48 --- Created an attachment (id=12024) --> (http://bugs.winehq.org/attachment.cgi?id=12024) Possible wined3d CoD4 stack overflow ActivateContext fix
First of all, I'm new to this, so bare with me!
Confirming this bug in Call of Duty 4 [1.0] after level loaded (stack overflow, last calls to PreLoad, read_from_framebuffer_texture, etc).
The attached patch fixes the problem for me, and makes sure the lastActiveRenderTarget and lastThread is set before calling a function (FindContext) that might start indirect recursion. Patch fixes that in ActivateContext, which fixed it for me, but perhaps this happens in other places as well. Reading through the posts this seems similar to what Stefan suggested and a more permanent fix would probably indeed be to prevent this recursion from happening at all.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #28 from Stefan Dösinger stefandoesinger@gmx.at 2008-04-09 17:47:32 --- We should make sure that reading back the texture from the backbuffer or pbuffer doesn't call ActivateContext again at all. However, that's a dirty business because it will have to call LoadLocation, and LoadLocation calls ActivateContext on its own in some situations, and in some it doesn't, etc. The whole ruleset when LoadLocation calls ActivateContext and vice versa needs a review :-/
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #29 from Stefan Dösinger stefandoesinger@gmx.at 2008-04-09 18:22:38 --- Which PreLoad is making the problem here in FindContext()? The one in the readTexture block preloading "This->lastActiveRenderTarget", or the one above PreLoad "target"? If it is the former one, can you try to change the if statement above that in the following way:
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
===>
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && target != This->lastActiveRenderTarget) {
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #30 from Tiemen Schreuder tietmen@hotmail.com 2008-04-10 03:41:00 --- Created an attachment (id=12039) --> (http://bugs.winehq.org/attachment.cgi?id=12039) Selection of recursion stack overflow, CoD4
I've attached a stack dump by winedbg, the PreLoad causing the problem is indeed the "target" one. This Preload calls: LoadTexture > LoadLocation > read_from_framebuffer_texture > ActivateContext > FindContext > Preload, etc.
Shouldn't this call chain happen at least once on a new context, to read back the texture, but stop once it tries to ActivateContext again?
I'm currently recompiling with the change you suggested (in combination with my patch). I will also try without the patch and just your change and let you know the results.
http://bugs.winehq.org/show_bug.cgi?id=11584
Stefan Dösinger stefandoesinger@gmx.at changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #31 from Stefan Dösinger stefandoesinger@gmx.at 2008-04-10 04:35:41 --- As far as I can see the problem will occur when the app switches threads while rendering to an offscreen surface. In that case it will try to alloc a texture, which calls activatecontext with lastActiveRenderTarget. Thus it works fine on render target switches, but on thread switches it fails because the new thread number isn't assigned yet.
This PreLoad call should be removed at all. The other one is needed, but this one here is at the wrong place. I am not sure why I added it there. Maybe it was a workaround for a bug elsewhere then we should track it down. If it is really needed it should probably be moved to SetRenderTarget rather than ActivateContext, or the recursion has to be prevented.
The other PreLoad needs some safeguards as well. For reading back on a target switch it works because the readback will activate the context for the old(current) render target, and since the new render target is set after FindContext it works as intended. If there is a thread switch we wouldn't have to read back at all, so we should make sure readTexture is only set on a target switch. However, there's still the issue if the thread and target are switched at the same time. In this case we have to activate the old target for the new thread, read back, then activate the new target for the new thread.
http://bugs.winehq.org/show_bug.cgi?id=11584
Tiemen Schreuder tietmen@hotmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |tietmen@hotmail.com
--- Comment #32 from Tiemen Schreuder tietmen@hotmail.com 2008-04-10 05:25:35 --- Tested the four cases and the combination of the patch and your suggested change ('check') seems to work alright too. The patch is required to prevent stack overflow tho, the check should increases performance slightly, although not noticeable for me in game.
In the long run, making sure FindContext never leads to (re-)activation seems a more elegant solution (but in effect similar to current patches). Unfortunately I know very little about DirectX, but looking through the code the only reason ActivateContext is called from read_from_framebuffer_texture is seemingly to set the 'usage' to something else, not to actually activate it. How about (yes, this is probably a bit rash) a seperate function for that? So:
ActivateContext(..,usage) -..stuff (find context, preload, read_from_framebuffer).. -SetContextUsage(.,usage) [instead of switch statement]
read_from_framebuffer_texture -..stuff.. -SetContextUsage(.,BLIT) [instead of ActivateContext] -..stuff.
SetContextUsage(.,usage) [new function] <current code from ActivateContext usage switch statement>
I can test if it works if you want, however considering the size of the change (not in time to apply, but in possible undesirable side-effects) I rather wait till you've given it a quick glance in case there are any obvious errors.
http://bugs.winehq.org/show_bug.cgi?id=11584
Tiemen Schreuder tietmen@hotmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #12024|Possible wined3d CoD4 stack |[introduces errors in other description|overflow ActivateContext fix|d3d apps!] wined3d CoD4 | |stack overflow | |ActivateContext fix Attachment #12024|0 |1 is obsolete| |
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #33 from Tiemen Schreuder tietmen@hotmail.com 2008-04-10 18:33:20 --- Created an attachment (id=12057) --> (http://bugs.winehq.org/attachment.cgi?id=12057) fix for stackoverflow CoD4
I've tried your suggestion, simply removing the whole Preload target call and that works for me! Currently no more problems in CoD4 (besides it being slow).
Simple patch included.
However, like you said, that code was probably there for a reason, so hopefully it won't break anything else.
http://bugs.winehq.org/show_bug.cgi?id=11584
Tiemen Schreuder tietmen@hotmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #12057|fix for stackoverflow CoD4 |<<see rico's patch>> description| |
--- Comment #34 from Tiemen Schreuder tietmen@hotmail.com 2008-04-10 18:42:44 --- (From update of attachment 12057) <<see rico's patch>>
http://bugs.winehq.org/show_bug.cgi?id=11584
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |vitaliy@kievinfo.com Blocks| |11630 Severity|normal |major OS/Version|other |Linux Platform|Other |PC Version|CVS/GIT |0.9.56.
--- Comment #35 from Vitaliy Margolen vitaliy@kievinfo.com 2008-04-22 00:28:59 --- Setting to major - several programs affected in default configuration. However this is not the only one place. As indicated in bug 11630 fixing one preload is not enough.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #36 from Vitaliy Margolen vitaliy@kievinfo.com 2008-04-27 11:31:17 --- *** Bug 11630 has been marked as a duplicate of this bug. ***
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #37 from Vitaliy Margolen vitaliy@kievinfo.com 2008-04-27 11:32:03 --- *** Bug 12488 has been marked as a duplicate of this bug. ***
http://bugs.winehq.org/show_bug.cgi?id=11584
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Summary|Recent patch breaks Call of |Multiple games crash with |Duty 4 |stack overflow error
--- Comment #38 from Vitaliy Margolen vitaliy@kievinfo.com 2008-04-27 11:42:06 --- Making subject more generic.
http://bugs.winehq.org/show_bug.cgi?id=11584
Wouter Cox Wouter_Cox@yahoo.co.uk changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |Wouter_Cox@yahoo.co.uk
--- Comment #39 from Wouter Cox Wouter_Cox@yahoo.co.uk 2008-05-01 13:01:10 --- This bug also seems present in Prince of Persia 2, using wine 0.9.60
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #40 from Wouter Cox Wouter_Cox@yahoo.co.uk 2008-05-01 13:04:57 --- Created an attachment (id=12624) --> (http://bugs.winehq.org/attachment.cgi?id=12624) Terminal Output showing where Prince of Persia 2 'hangs' (stack overflow)
I am not sure if this will be of any use, but I tested using OpenSUSE 10.3 32-bit and used the 1-cd version from the 'Prince of Persia Triple Pack'; another person tested it using OpenSUSE 10.3 64-bit version (not sure which retail version he used) and says he has no problems running it.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #41 from Vitaliy Margolen vitaliy@kievinfo.com 2008-05-01 13:22:19 --- (In reply to comment #40) The problem present with "backbuffer" and "pbuffer" "OffscreenRenderingMode"s. It does not happen with "fbo".
Here is the snipped of the code in question:
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) { IWineD3DSurface_PreLoad(target); }
As you see it's not being executed if you selected fbo off-screen rendering mode.
http://bugs.winehq.org/show_bug.cgi?id=11584
Roderick Colenbrander thunderbird2k@gmx.net changed:
What |Removed |Added ---------------------------------------------------------------------------- Target Milestone|--- |1.0.0
--- Comment #42 from Roderick Colenbrander thunderbird2k@gmx.net 2008-05-01 16:02:41 --- This is a very severe bug in the wined3d surface / texture. One of the patches I submitted a while ago to fix other bugs exposed this one. It might require a lot of patches to fix it. We will enter a code freeze soon but I think this issue is quite severe and should be fixed as it affects a lot of programs.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #43 from Stefan Dösinger stefandoesinger@gmx.at 2008-05-02 09:10:47 --- Ya, with fbos we do not have to read back the framebuffer into the texture since OpenGL does it for us. Thus the entire issue is bypassed.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #44 from Raul dark.heck@gmail.com 2008-05-06 20:28:04 --- Created an attachment (id=12786) --> (http://bugs.winehq.org/attachment.cgi?id=12786) Fifa 2006 world cup logs
Fifa 2006 world cup also is affected with this bug
http://bugs.winehq.org/show_bug.cgi?id=11584
Julian Rüger jr98@gmx.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jr98@gmx.net
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #45 from Jérôme Gardou jgardou@yahoo.fr 2008-05-10 10:11:49 --- Created an attachment (id=12884) --> (http://bugs.winehq.org/attachment.cgi?id=12884) +d3d9,+d3d debug log
http://bugs.winehq.org/show_bug.cgi?id=11584
Jérôme Gardou jgardou@yahoo.fr changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jgardou@yahoo.fr
--- Comment #46 from Jérôme Gardou jgardou@yahoo.fr 2008-05-10 10:13:52 --- I was trying to give a shot to a similar problem in Supreme Commander. Those seem very related.
The problem seems to be that sometimes wined3d and/or d3d9 is using getparent when the parent queried has already been released -> crash !
See the previous trace (I had to add a TRACE to IWineD3DResourceImpl_GetParent) : parent 0xa83e400 is queried whereas it has been released just before.
This one was made when changing video settings of SupCom.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #47 from Stefan Dösinger stefandoesinger@gmx.at 2008-05-10 18:43:02 --- The object releasing is a different issue
http://bugs.winehq.org/show_bug.cgi?id=11584
Jumper ned_fed@tiscali.it changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |ned_fed@tiscali.it
http://bugs.winehq.org/show_bug.cgi?id=11584
Roman Nykyforchyn loofsoft@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |loofsoft@gmail.com
--- Comment #48 from Roman Nykyforchyn loofsoft@gmail.com 2008-05-16 11:48:47 --- I have faced and fixed similar problem with stack overflow with Oblivion game.
You may refer to comment http://bugs.winehq.org/show_bug.cgi?id=8868#c12 of bug 8868 for details.
Hope it will help to resolve this issue.
http://bugs.winehq.org/show_bug.cgi?id=11584
Ian Schwarz m_105@gmx.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |m_105@gmx.de
--- Comment #49 from Ian Schwarz m_105@gmx.de 2008-05-22 11:20:09 --- Okay, so I have this error in Supreme Commander too, right. I'm using Wine 1.0-rc1 on a 64-bit openSuSE and I've encountered the following: - Supreme Commander first refused to run because of missing DLL files. - After adding them, the game started and was playable fine (I only started a skirmish to test), but without sound. I didn't have to patch the game as the copy protection seemed to work (with CD in drive, without CD no workie). - In order to get sound, I followed the instructions on its AppDB page (regsvr32 xactengine2_*.dll). - After this, the game refuses to start even and gives the following exception:
backflip@eden:/media/philips/Supreme Commander/Supreme Commander/bin> wine SupremeCommander.exe fixme:ntoskrnl:KeInitializeTimerEx 0x1110b8 0 fixme:system:SystemParametersInfoW Unimplemented action: 59 (SPI_SETSTICKYKEYS) fixme:system:SystemParametersInfoW Unimplemented action: 53 (SPI_SETTOGGLEKEYS) fixme:system:SystemParametersInfoW Unimplemented action: 51 (SPI_SETFILTERKEYS) wine: Call from 0x2689d71 to unimplemented function msvcrt.dll._aligned_malloc, aborting err:seh:setup_exception_record stack overflow 908 bytes in thread 0009 eip f7d7c2cf esp 00240fa4 stack 0x240000-0x241000-0x340000
- Patching the game doesn't help.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #50 from Roman Nykyforchyn loofsoft@gmail.com 2008-05-22 11:28:43 --- Created an attachment (id=13249) --> (http://bugs.winehq.org/attachment.cgi?id=13249) Fix for stack owerflow issue
Try to apply this patch and test on games.
It for sure fixes Oblivion, The Punisher and probably all other games that have this stack overflow issue.
http://bugs.winehq.org/show_bug.cgi?id=11584
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords| |patch
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #51 from Stefan Dösinger stefandoesinger@gmx.at 2008-05-22 13:10:51 --- Roman Nykyforchyn's patch is wrong. It can break texture readback in some situations.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #52 from Vitaliy Margolen vitaliy@kievinfo.com 2008-05-22 13:26:03 --- (In reply to comment #49)
wine: Call from 0x2689d71 to unimplemented function msvcrt.dll._aligned_malloc, aborting
It has nothing to do with this bug. You have broken / old Wine. That function is implemented in Wine's msvcrt.dll
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #53 from Ian Schwarz m_105@gmx.de 2008-05-22 13:55:10 --- Created an attachment (id=13252) --> (http://bugs.winehq.org/attachment.cgi?id=13252) console output
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #54 from Ian Schwarz m_105@gmx.de 2008-05-22 14:03:02 --- Supreme Commander keeps crashing on startup even if I remove my ~/.wine folder (then without complaining about msvcrt though). I'm using Wine 1.0-rc1.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #55 from Vitaliy Margolen vitaliy@kievinfo.com 2008-05-22 15:55:59 --- (In reply to comment #53)
Created an attachment (id=13252)
--> (http://bugs.winehq.org/attachment.cgi?id=13252) [details]
console output
err:x11settings:X11DRV_ChangeDisplaySettingsEx No matching mode found 1024x768x32 @60! (XRandR) Again wrong stuff - has nothing to do with this bug. Also see Comment #46. Stop posting here! There is already enough information here. Unless you want to propose a patch.
If you need help with using Wine - refer to forum.
http://bugs.winehq.org/show_bug.cgi?id=11584
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #13252|0 |1 is obsolete| |
--- Comment #56 from Vitaliy Margolen vitaliy@kievinfo.com 2008-05-22 15:56:19 --- (From update of attachment 13252) Not related to bug
http://bugs.winehq.org/show_bug.cgi?id=11584
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC|jr98@gmx.net |
http://bugs.winehq.org/show_bug.cgi?id=11584
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC|m_105@gmx.de |
http://bugs.winehq.org/show_bug.cgi?id=11584
Julian Rüger jr98@gmx.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jr98@gmx.net
--- Comment #57 from Julian Rüger jr98@gmx.net 2008-05-23 07:44:23 --- @Vitaliy: Hey, why did you remove my CC? Anything wrong?
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #58 from Vitaliy Margolen vitaliy@kievinfo.com 2008-05-23 08:16:42 --- (In reply to comment #57)
@Vitaliy: Hey, why did you remove my CC? Anything wrong?
Oops sorry - the wrong e-mail.
http://bugs.winehq.org/show_bug.cgi?id=11584
Ben P. ben@bennyp.org changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |ben@bennyp.org
http://bugs.winehq.org/show_bug.cgi?id=11584
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Blocks| |9269
http://bugs.winehq.org/show_bug.cgi?id=11584
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |flexo@holycrap.org
--- Comment #59 from Vitaliy Margolen vitaliy@kievinfo.com 2008-06-01 23:48:40 --- Actually first Preload comes from this commit: bd5c02e24504470e0853096a2ef50120b4050b50
Too bad the patch has no explanation about why it was necessary.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #60 from Roderick Colenbrander thunderbird2k@gmx.net 2008-06-02 01:08:24 --- I don't have a proper git, so I had to use git web. From what I saw it is my D24S8 patch and that one is really needed to fix z-buffer issues.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #61 from Stefan Dösinger stefandoesinger@gmx.at 2008-06-02 02:00:58 --- I don't see a preLoad added in this patch. Wrong SHA1?
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #62 from Vitaliy Margolen vitaliy@kievinfo.com 2008-06-02 07:22:56 --- Oops have to check what I have selected. Here is the commit:
commit 2d0016c5bc872afb562727278cfd341cea182600 Author: Felix Nawothnig flexo@holycrap.org Date: Sun Apr 8 02:46:40 2007 +0200
wined3d: Preload target in ActivateContext() for ORM_BACKBUFFER/ORM_PBUFFER.
http://bugs.winehq.org/show_bug.cgi?id=11584
Dan Kegel dank@kegel.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |dank@kegel.com
--- Comment #63 from Dan Kegel dank@kegel.com 2008-06-06 09:28:17 --- Roderick/Stefan, ok to defer?
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #64 from Austin English austinenglish@gmail.com 2008-06-06 11:03:00 --- (In reply to comment #63)
Roderick/Stefan, ok to defer?
Considering it's a major regression affecting several games/apps, I don't think we should defer it just yet.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #65 from Dan Kegel dank@kegel.com 2008-06-06 11:47:56 --- Got an ETA on a fix? Time is short...
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #66 from Dan Kegel dank@kegel.com 2008-06-06 11:48:15 --- Got an ETA on a fix? Time is short...
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #67 from Dan Kegel dank@kegel.com 2008-06-06 12:16:16 --- And on the topic of reverting it: Any progress since Alexandre reported a problem? http://winehq.org/pipermail/wine-devel/2008-June/066175.html
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #68 from Stefan Dösinger stefandoesinger@gmx.at 2008-06-06 13:43:26 --- My opinion is to defer it. This is a bug hiding at least one, possibly more other bugs. The reverting patch Vitaliy sent was correct.
It may be worth a try adding a newrendertarget != oldrendertarget checks to both PreLoad calls; However, that would also be fixing the symptoms, not the bug, for a part at least.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #69 from Vitaliy Margolen vitaliy@kievinfo.com 2008-06-06 23:16:57 --- (In reply to comment #68)
It may be worth a try adding a newrendertarget != oldrendertarget checks to
You mean if (target != This->lastActiveRenderTarget) ? That won't work since lastActiveRenderTarget is changed in ActivateContext - after the find context.
both PreLoad calls; However, that would also be fixing the symptoms, not the bug, for a part at least.
Even fixing a symptom still worth it - this can fix lots of games. We can remove it the first version after 1.0 is out.
And it really needs fixing. One more bug 13079 caused by another Preload. Seems like there is something fundamentally wrong about preload.
IMHO this bug is a blocker for 1.0. There is no point knowingly releasing something that does not work.
http://bugs.winehq.org/show_bug.cgi?id=11584
Luke Bratch l_bratch@yahoo.co.uk changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |l_bratch@yahoo.co.uk
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #70 from Stefan Dösinger stefandoesinger@gmx.at 2008-06-07 06:00:03 ---
You mean if (target != This->lastActiveRenderTarget) ? That won't work since lastActiveRenderTarget is changed in ActivateContext - after the find context.
It will avoid the PreLoad call if the game switches threads during offscreen rendering, which I think is the problem here. Can you give it a try to see how it works out?
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #71 from Vitaliy Margolen vitaliy@kievinfo.com 2008-06-07 09:45:20 --- Created an attachment (id=13782) --> (http://bugs.winehq.org/attachment.cgi?id=13782) Possible patch
(In reply to comment #70)
You mean if (target != This->lastActiveRenderTarget) ? That won't work since lastActiveRenderTarget is changed in ActivateContext - after the find context.
It will avoid the PreLoad call if the game switches threads during offscreen rendering, which I think is the problem here. Can you give it a try to see how it works out?
I did already try it - doesn't work. There is nothing to break the loop. Even rearranging things like this don't work.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #72 from Stefan Dösinger stefandoesinger@gmx.at 2008-06-08 08:24:44 --- I looked a bit at the code, and tried to find a reason for the failure when Vitaliy tried to revert the patch. The situation the reverting causes is that IWineD3DTexture::PreLoad is called without an existing texture.
PreLoad calls BindTexture, which finds that no texture exists. It creates a gl texture and calls SetGlTextureDesc on the surface.
SetGlTextureDesc calls ModifyLocation(INTEXTURE, FALSE), which is correct. This makes sure the texture location is reloaded when something else asks to load it.
SetGlTextureDesc calls AddDirtyRect, supposdately to set the dirty rectangle. AddDirtyRect calls ModifyLocation(INSYSMEM, TRUE). This will make PreLoad load the surface from the sysmem copy, rather than the drawable. Not good. I think the AddDirtyRect call in this case is wrong, and a leftover from older times.
SetGlTextureDesc updates the texture addressing flags(GL_TEXTURE_RECTANGLE_ARB vs normal textures), removes the gl-texture-is-allocated flag. All OK here.
Back to PreLoad: The palettized change returns FALSE - palettized surfaces aren't renderable. Let's assume no sRGB change for now, to keep the matter simple. I *think* that an sRGB change works out correctly as well, once this bug is fixed. I am not even sure if I can construct a situation where an sRGB flag change occurs the first time the texture is loaded...
Surface::LoadTexture is called. It does color keying checks and then calls LoadLocation(INTEXTURE).
LoadLocation should run into the read_from_framebuffer call because the most up to date location is the drawable, and we want to read the contents from there into the texture. However, due to the above AddDirtyRect call it doesn't. But let's assume it would.
read_from_framebuffer calls ActivateContext(dest surface). This is OK - the surface is already active, so ActivateContext returns immediately. It doesn't though, if there is a thread switch at the same time, that is the problem with the other PreLoad call.
After that, it checks if a glTexImage2D call is needed to allocate the mipmap sublevel - yes, because setGLtextureDesc unset the flag as it is supposed to.
After that the content is read back.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #73 from Dan Kegel dank@kegel.com 2008-06-08 22:13:21 --- Fun factoid: with current wine source, I see a Valgrind error in the tests involving IWineD3DTextureImpl_PreLoad: http://kegel.com/wine/valgrind/logs-2008-06-08/vg-d3d8_visual.txt In d3d9, I don't see that same error, but I do see a stack overflow: http://kegel.com/wine/valgrind/logs-2008-06-08/vg-d3d9_visual.txt
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #74 from Dan Kegel dank@kegel.com 2008-06-08 22:16:35 --- And I use a lot of suppressions for libGL bugs; without them, one sees way more valgrind warnings, e.g. http://kegel.com/wine/valgrind/logs-2008-06-04/vg-d3d9_visual.txt
Valgrind seems to expose a whole mess o' problems in Nvidia's drivers.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #75 from Vitaliy Margolen vitaliy@kievinfo.com 2008-06-08 23:16:28 --- (In reply to comment #74)
SetGlTextureDesc calls AddDirtyRect, supposdately to set the dirty rectangle. AddDirtyRect calls ModifyLocation(INSYSMEM, TRUE). This will make PreLoad load the surface from the sysmem copy, rather than the drawable. Not good. I think the AddDirtyRect call in this case is wrong, and a leftover from older times.
Removing call to AddDirtyRect() doesn't make any difference. Maybe because it's already been called before in PreLoad()?
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #76 from Stefan Dösinger stefandoesinger@gmx.at 2008-06-09 05:23:38 --- Dan: I don't think Valgrind exposes bugs in the Nvidia driver. Since the driver essentially communicates with a remote machine(the GPU), it may be a similar situation like the one with the uninitialized values in send() in wineserver.
Vitaliy: Just to clarify, did you remove both the PreLoad call in LoadLocation as well as the AddDirtyRect? Do you see any other AddDirtyRect I missed?
http://bugs.winehq.org/show_bug.cgi?id=11584
Richie listmail@triad.rr.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |listmail@triad.rr.com
http://bugs.winehq.org/show_bug.cgi?id=11584
Dan Kegel dank@kegel.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Target Milestone|1.0.0 |1.0.1
--- Comment #77 from Dan Kegel dank@kegel.com 2008-06-11 16:29:30 --- 1.0 is breathing down our necks. Deferring to 1.0.1 (and possibly later).
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #78 from Austin English austinenglish@gmail.com 2008-06-11 16:47:51 --- (In reply to comment #77)
1.0 is breathing down our necks. Deferring to 1.0.1 (and possibly later).
While it may not be possible, we really should try to get this fixed. Breaking a ton of apps in a 1.0 release that used to work is IMHO a really bad idea.
*ducks and hides*
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #79 from Austin English austinenglish@gmail.com 2008-06-12 16:11:16 --- Stefan posted 3 patches today that he thinks will fix this. Please test:
http://www.winehq.org/pipermail/wine-patches/2008-June/055783.html http://www.winehq.org/pipermail/wine-patches/2008-June/055785.html http://www.winehq.org/pipermail/wine-patches/2008-June/055787.html
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #80 from Ben P. ben@bennyp.org 2008-06-12 18:33:25 --- (In reply to comment #79)
Stefan posted 3 patches today that he thinks will fix this. Please test:
http://www.winehq.org/pipermail/wine-patches/2008-June/055783.html http://www.winehq.org/pipermail/wine-patches/2008-June/055785.html http://www.winehq.org/pipermail/wine-patches/2008-June/055787.html
Patches seem to make Call of Duty 4 work without issues.
Thanks BennyP
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #81 from Vitaliy Margolen vitaliy@kievinfo.com 2008-06-12 20:08:14 --- Of course the second patch "WineD3D: Do not PreLoad the new render target" fixes the problem with Psychonauts. Other 2 have no noticeable affect.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #82 from Stefan Dösinger stefandoesinger@gmx.at 2008-06-13 04:56:53 --- The first one prevents the 2nd from breaking the test, and the 3rd one fixes the endless recursion in the other PreLoad.
http://bugs.winehq.org/show_bug.cgi?id=11584
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution| |FIXED Target Milestone|1.0.1 |1.0.0
--- Comment #83 from Alexandre Julliard julliard@winehq.org 2008-06-13 05:55:33 --- The patches are committed.
http://bugs.winehq.org/show_bug.cgi?id=11584
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #84 from Alexandre Julliard julliard@winehq.org 2008-06-13 10:45:17 --- Closing bugs fixed in 1.0-rc5.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #85 from Austin English austinenglish@gmail.com 2008-06-13 11:05:50 --- (In reply to comment #82)
The first one prevents the 2nd from breaking the test, and the 3rd one fixes the endless recursion in the other PreLoad.
Great work Stefan! Thanks for getting it into RC5.
http://bugs.winehq.org/show_bug.cgi?id=11584
Raul dark.heck@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #12786|0 |1 is obsolete| |
--- Comment #86 from Raul dark.heck@gmail.com 2008-06-15 13:05:40 --- Created an attachment (id=14071) --> (http://bugs.winehq.org/attachment.cgi?id=14071) Fifa 2006 wc
i'm still having the same problem with Fifa 06 world cup using wine-1.0-rc5
http://bugs.winehq.org/show_bug.cgi?id=11584
Raul dark.heck@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |dark.heck@gmail.com
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #87 from Stefan Dösinger stefandoesinger@gmx.at 2008-06-15 13:52:07 --- Can you attach a +d3d,+d3d_surface trace to check if it is really the same problem? There can be other sources for stack overflow exceptions
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #88 from Roderick Colenbrander thunderbird2k@gmx.net 2008-06-15 13:55:01 --- +d3d,+d3d_surface,+seh is a little more useful ;)
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #89 from Raul dark.heck@gmail.com 2008-06-15 16:23:52 --- the log file size with +d3d,+d3d_surface,+seh is 79mb, should i upload all? O.o
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #90 from Dan Kegel dank@kegel.com 2008-06-15 17:14:41 --- compress it with rzip first
http://bugs.winehq.org/show_bug.cgi?id=11584
Raul dark.heck@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #14071|0 |1 is obsolete| |
--- Comment #91 from Raul dark.heck@gmail.com 2008-06-15 18:02:58 --- Created an attachment (id=14076) --> (http://bugs.winehq.org/attachment.cgi?id=14076) Fifa 2006 world cup +d3d,+d3d_surface,+seh logs
Fifa 2006 world cup '+d3d,+d3d_surface,+seh' log
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #92 from Stefan Dösinger stefandoesinger@gmx.at 2008-06-15 19:27:47 --- This is a different crash. The last ActivateContext is far away from the exception. It seems that the stack overflow itself occurs in the exception handler, so it is a symptom of the crash, not than the cause.
http://bugs.winehq.org/show_bug.cgi?id=11584
emkay emkay@gmx.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |emkay@gmx.de
--- Comment #93 from emkay emkay@gmx.de 2008-06-17 04:21:58 --- i still get this error output with RC5:
wine SupremeCommander.exe /novalidate ALSA lib pcm_dmix.c:935:(snd_pcm_dmix_open) The dmix plugin supports only playback stream fixme:mixer:ALSA_MixerInit No master control found on MPU-401 UART, disabling mixer fixme:system:SystemParametersInfoW Unimplemented action: 59 (SPI_SETSTICKYKEYS) fixme:system:SystemParametersInfoW Unimplemented action: 53 (SPI_SETTOGGLEKEYS) fixme:system:SystemParametersInfoW Unimplemented action: 51 (SPI_SETFILTERKEYS) fixme:faultrep:ReportFault 0xe2f224 0x0 stub fixme:dbghelp:dump_system_info fill in CPU vendorID and feature set fixme:faultrep:ReportFault 0x7d77cc64 0x0 stub fixme:faultrep:ReportFault 0x7d77be20 0x0 stub fixme:faultrep:ReportFault 0x7d77afdc 0x0 stub err:seh:setup_exception_record stack overflow 848 bytes in thread 001e eip 7ef95d93 esp 7d56efe0 stack 0x7d56e000-0x7d56f000-0x7d77f000
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #94 from emkay emkay@gmx.de 2008-06-18 04:17:46 --- very strange got the whole game up and running but only with one game version all the other ones won't start i got v.3217 with a no-cd-patch.
http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #94 from emkay emkay@gmx.de 2008-06-18 04:17:46 CDT --- very strange got the whole game up and running but only with one game version all the other ones won't start i got v.3217 with a no-cd-patch.