On 06/08/17 17:19, Jan Havran wrote:
Can I simply edit some code in Wine (some D3D flag) so the game will think that it use SW vertexes, so after checking some flags by game it will not jump into some unfinished branches for HW vertexes? I just want to test if it is really caused by this. From application view, what is difference between using SW and HW vertexes, do you think that using HW vertexes with code done for SW vertexes will work?
This behavior should already be in place. If the app requsts a software vertex processing device and asks us for the device description later we should report that this is a software vertex processing device. We even do some software-like things if the app wants SWVP, like ignore D3DLOCK_DISCARD on buffers.
The game may check some derived properties though and expect some capability that SWVP has, but HWVP does not. The most likely case is support for more than 256 vertex shader constants. Modern GPUs support much more than that in OpenGL, but not in d3d8/9 on Windows. Because of this we filter this in dlls/d3d8/device.c, d3dcaps_from_wined3dcaps(). Look for D3D8_MAX_VERTEX_SHADER_CONSTANTF at the end. It is likely that this restriction is not in place on Windows with SWVP. You can try to just disable this line.
Another possible culprit is fixed function vertex blending using matrix indices. You can try to set MaxVertexBlendMatrices and MaxVertexBlendMatrixIndex to 4 and 256 respectively (check on Windows if those values are accurate, I might misremember them). This functionality is unimplemented in Wine, so expect rendering problems if the game uses this. It should be possible to implement this feature in our fixed function replacement shader though.
The bug report doesn't have a crash dump. The similarity to windows HWVP might mislead you. Try to compare your crash to the one of windows HWVP. in particular, see if the crash address is the same.