Hi!
With Wine 0.9.37 we've archieved something that I allow myself to call a small milestone - All Direct3D7 Immediate mode SDK demos successfully perform their intended rendering. I have some screenshots on my university junk server:
http://stud4.tuwien.ac.at/~e0526822/sdkdemos1.png http://stud4.tuwien.ac.at/~e0526822/sdkdemos2.png
Two major problems are left though, namely windowed opengl rendering(see the junk where a menu bar should be) and GetDC(there should be a little bit of text rendered, I disabled render target locking to get proper performance).
Some demos have a few smaller problems too. The bump earth and bump waves need vendor specific extensions(GL_NV_texture_shader2 / GL_ATI_envmap_bumpmap) and the bend demo needs GL_ARB_vertex_blend which nvidia does not support. So I took that screenshot on my mac running linux(ati radeon X1600. The mipmap demo renders the mipmaped texture garbled, although this works on nvidia cards. The Z buffer demo says w buffers aren't supported, but the normal z buffer does what the w buffer is supposed to do.
What does that mean for gamers? Nothing fancy really, the features used by games are implemented since a long time, the ones that used to miss(fixed function bump mapping, vertex blending) aren't really important for games. Other DirectDraw features like Overlays aren't implemented either, but we are Direct3D 7 feature complete.
Where to go from here? I am currently fixing the DirectDraw rewrite regressions I can get hold of, and I am trying to make D3D thread safe finally. From the application point of view my focus will stay on fixing older apps first, which somewhat includes getting thread safety, render target locking and GetDC working properly. My hope is also to fix the other related DX7 sdk demos, like the DDraw demos(except overlays, they are highly tricky with the current wined3d-x11drv integration) and getting native d3drm.dll working.
I also want to say thanks to all the small and big helpers who help with technical advise, debugging and regression testing. Special thanks goes to Henri without whom I'd be totally lost and who has to be credited for a huge majority of the shader work in the last half year, and a lot of other things too.
Thanks and continue the good work :-) Stefan
PS: As for the screenshots, my space on that server is limited, so they will be gone sooner or later. I didn't want to send huge screenshots as attachments, not even as jpgs.
Coool!!
Stefan Dösinger napsal(a):
Hi!
With Wine 0.9.37 we've archieved something that I allow myself to call a small milestone - All Direct3D7 Immediate mode SDK demos successfully perform their intended rendering. I have some screenshots on my university junk server:
http://stud4.tuwien.ac.at/~e0526822/sdkdemos1.png http://stud4.tuwien.ac.at/~e0526822/sdkdemos2.png
Two major problems are left though, namely windowed opengl rendering(see the junk where a menu bar should be) and GetDC(there should be a little bit of text rendered, I disabled render target locking to get proper performance).
Some demos have a few smaller problems too. The bump earth and bump waves need vendor specific extensions(GL_NV_texture_shader2 / GL_ATI_envmap_bumpmap) and the bend demo needs GL_ARB_vertex_blend which nvidia does not support. So I took that screenshot on my mac running linux(ati radeon X1600. The mipmap demo renders the mipmaped texture garbled, although this works on nvidia cards. The Z buffer demo says w buffers aren't supported, but the normal z buffer does what the w buffer is supposed to do.
What does that mean for gamers? Nothing fancy really, the features used by games are implemented since a long time, the ones that used to miss(fixed function bump mapping, vertex blending) aren't really important for games. Other DirectDraw features like Overlays aren't implemented either, but we are Direct3D 7 feature complete.
I have one game (Polda 5 Czech version only) which is unplayable without vertex blending, with latest wine and my nvidia card it looks better, but it is still not perfect (I have registry key for software emulation), If you want, I can send you some debuging output, or screenshot. So SDK demos are realy useful to get wine work with more apps.
Where to go from here? I am currently fixing the DirectDraw rewrite regressions I can get hold of, and I am trying to make D3D thread safe finally. From the application point of view my focus will stay on fixing older apps first, which somewhat includes getting thread safety, render target locking and GetDC working properly. My hope is also to fix the other related DX7 sdk demos, like the DDraw demos(except overlays, they are highly tricky with the current wined3d-x11drv integration) and getting native d3drm.dll working.
I also want to say thanks to all the small and big helpers who help with technical advise, debugging and regression testing. Special thanks goes to Henri without whom I'd be totally lost and who has to be credited for a huge majority of the shader work in the last half year, and a lot of other things too.
Thanks and continue the good work :-) Stefan
PS: As for the screenshots, my space on that server is limited, so they will be gone sooner or later. I didn't want to send huge screenshots as attachments, not even as jpgs.
Mirek
Am Freitag 11 Mai 2007 22:25 schrieb Mirek:
I have one game (Polda 5 Czech version only) which is unplayable without vertex blending, with latest wine and my nvidia card it looks better, but it is still not perfect (I have registry key for software emulation), If you want, I can send you some debuging output, or screenshot. So SDK demos are realy useful to get wine work with more apps.
I suppose you also have my software vertex emulation patches in, right? Screenshots would be good to look at. If there's really a game out there that doesn't work without this feature there's a point in continueing work on software or shader emulation of it. I considered vertex blending a somewhat academic feature.
Stefan Dösinger napsal(a):
Am Freitag 11 Mai 2007 22:25 schrieb Mirek:
I have one game (Polda 5 Czech version only) which is unplayable without vertex blending, with latest wine and my nvidia card it looks better, but it is still not perfect (I have registry key for software emulation), If you want, I can send you some debuging output, or screenshot. So SDK demos are realy useful to get wine work with more apps.
I suppose you also have my software vertex emulation patches in, right? Screenshots would be good to look at. If there's really a game out there that doesn't work without this feature there's a point in continueing work on software or shader emulation of it. I considered vertex blending a somewhat academic feature.
Here is log message and some screenshots http://62.240.181.87/Mirek/wine/Polda%205/
Official game site: http://www.polda5.cz/
Characters and dynamicaly created objects are broken (but now with 0.9.37 not unplayable), it is game from year 2005.
Mirek
Mirek napsal(a):
Stefan Dösinger napsal(a):
Am Freitag 11 Mai 2007 22:25 schrieb Mirek:
I have one game (Polda 5 Czech version only) which is unplayable without vertex blending, with latest wine and my nvidia card it looks better, but it is still not perfect (I have registry key for software emulation), If you want, I can send you some debuging output, or screenshot. So SDK demos are realy useful to get wine work with more apps.
I suppose you also have my software vertex emulation patches in, right? Screenshots would be good to look at. If there's really a game out there that doesn't work without this feature there's a point in continueing work on software or shader emulation of it. I considered vertex blending a somewhat academic feature.
Here is log message and some screenshots http://62.240.181.87/Mirek/wine/Polda%205/
Official game site: http://www.polda5.cz/
Characters and dynamicaly created objects are broken (but now with 0.9.37 not unplayable), it is game from year 2005.
I forgot add link to download demo: http://www.polda5.cz/Download/Polda5Demo.exe
Mirek
Woot, thank you so much!
Stefan Dösinger, is this a time to ask you for help getting the really really easy bug in X11DRV_DIB_MapColor, oh go on pretty please with sugar on top?
http://bugs.winehq.org/show_bug.cgi?id=6670
On 11/05/07, Raymond Barbiero EJGYBOGOIPSJ@spammotel.com wrote:
continueing work on software or shader emulation of it. I considered vertex blending a somewhat academic feature.
FYI, I get similar vertex blending errors playing Oblivion.
Am Samstag 12 Mai 2007 06:12 schrieb Martin Owens:
Woot, thank you so much!
Stefan Dösinger, is this a time to ask you for help getting the really really easy bug in X11DRV_DIB_MapColor, oh go on pretty please with sugar on top?
I'm sorry, but I don't know that part of the winex11.drv code. It seems to be unrelated to directx.
Martin Owens wrote:
Woot, thank you so much!
Stefan D�singer, is this a time to ask you for help getting the really really easy bug in X11DRV_DIB_MapColor, oh go on pretty please with sugar on top?
It looks like a duplicate of http://bugs.winehq.org/show_bug.cgi?id=2666 I sent some patches to the mailing list earlier, so when they are applied it should be fixed.
http://www.winehq.org/pipermail/wine-patches/2007-May/039073.html http://www.winehq.org/pipermail/wine-patches/2007-May/039074.html http://www.winehq.org/pipermail/wine-patches/2007-May/039075.html
Am Samstag 12 Mai 2007 00:02 schrieb Raymond Barbiero:
continueing work on software or shader emulation of it. I considered vertex blending a somewhat academic feature.
FYI, I get similar vertex blending errors playing Oblivion.
Oblivion is a direct3d9 game which makes heavy use of vertex shaders. I'd be really surprised if it uses fixed function vertex blending, so I don't think the problems in oblivion are related. They may be some rounding/precision problem in the vertex shaders.
On 12/05/07, Stefan Dösinger stefan@codeweavers.com wrote:
Am Samstag 12 Mai 2007 00:02 schrieb Raymond Barbiero:
FYI, I get similar vertex blending errors playing Oblivion.
Oblivion is a direct3d9 game which makes heavy use of vertex shaders. I'd be really surprised if it uses fixed function vertex blending, so I don't think the problems in oblivion are related. They may be some rounding/precision problem in the vertex shaders.
What wine version? There was a rounding issue with mova a couple of versions ago.
Am Freitag 11 Mai 2007 22:54 schrieb H. Verbeet:
On 11/05/07, Stefan Dösinger stefan@codeweavers.com wrote:
Where to go from here?
D3D8 :-)
Yeah, thats the other thing of course :-) But as I said even d3d7 and ddraw had a few biggies I want to fix. Of course I may grab some low hanging fruits like kicking out the fvf code from d3d8 and wined3d :-) Or get the sdk demos going, they should all work now by looking at their names.
The plan is still to sort as many biggies out before the 1.0 freeze(*). The sole difference between .36 and .37 from that regard are a few little fixes specific to the d3d7 sdk and bumpenv mapping implemented. Nothing that gets us as far as working multithreaded d3d.
Stefan,
(*) Alexandre, if you want to freeze now its ok with me :-) The current d3d code is feature rich enough for 1.0 IMHO, but of course I'll try to get the fundamentals of more in :-)
(*) Alexandre, if you want to freeze now its ok with me :-) The current d3d code is feature rich enough for 1.0 IMHO, but of course I'll try to get the fundamentals of more in :-)
On that topic, I'd like as much advance notice of a 1.0 release as possible, I'll even swear to silence if a date is suspected but doesn't want to be made public yet. There are several areas of the appdb that should be improved prior to the 1.0 release and while we are making progress it might take a month or so of serious hacking to get things into the kind of shape we'd like to be in for the users that will arrive when 1.0 drops.
Chris
Fascinating work - please continue it!
Please note that i am exited from Wine as a whole - without people doing the 'unsexy' jobs (eg: COM Work...), Wine would never be succesful. ;)
so long, Thorsten
Stefan Dösinger schrieb:
Hi!
With Wine 0.9.37 we've archieved something that I allow myself to call a small milestone - All Direct3D7 Immediate mode SDK demos successfully perform their intended rendering. I have some screenshots on my university junk server:
http://stud4.tuwien.ac.at/~e0526822/sdkdemos1.png http://stud4.tuwien.ac.at/~e0526822/sdkdemos2.png
Two major problems are left though, namely windowed opengl rendering(see the junk where a menu bar should be) and GetDC(there should be a little bit of text rendered, I disabled render target locking to get proper performance).
Some demos have a few smaller problems too. The bump earth and bump waves need vendor specific extensions(GL_NV_texture_shader2 / GL_ATI_envmap_bumpmap) and the bend demo needs GL_ARB_vertex_blend which nvidia does not support. So I took that screenshot on my mac running linux(ati radeon X1600. The mipmap demo renders the mipmaped texture garbled, although this works on nvidia cards. The Z buffer demo says w buffers aren't supported, but the normal z buffer does what the w buffer is supposed to do.
What does that mean for gamers? Nothing fancy really, the features used by games are implemented since a long time, the ones that used to miss(fixed function bump mapping, vertex blending) aren't really important for games. Other DirectDraw features like Overlays aren't implemented either, but we are Direct3D 7 feature complete.
Where to go from here? I am currently fixing the DirectDraw rewrite regressions I can get hold of, and I am trying to make D3D thread safe finally. From the application point of view my focus will stay on fixing older apps first, which somewhat includes getting thread safety, render target locking and GetDC working properly. My hope is also to fix the other related DX7 sdk demos, like the DDraw demos(except overlays, they are highly tricky with the current wined3d-x11drv integration) and getting native d3drm.dll working.
I also want to say thanks to all the small and big helpers who help with technical advise, debugging and regression testing. Special thanks goes to Henri without whom I'd be totally lost and who has to be credited for a huge majority of the shader work in the last half year, and a lot of other things too.
Thanks and continue the good work :-) Stefan
PS: As for the screenshots, my space on that server is limited, so they will be gone sooner or later. I didn't want to send huge screenshots as attachments, not even as jpgs.
Hi!
On 11.05.2007 21:16, Stefan Dösinger wrote:
With Wine 0.9.37 we've archieved something that I allow myself to call a small milestone - All Direct3D7 Immediate mode SDK demos successfully perform their intended rendering.
Congratulations!
Two major problems are left though, namely windowed opengl rendering(see the junk where a menu bar should be) and GetDC(there should be a little bit of text rendered, I disabled render target locking to get proper performance).
Where to go from here? I am currently fixing the DirectDraw rewrite regressions I can get hold of, and I am trying to make D3D thread safe finally. From the application point of view my focus will stay on fixing older apps first, which somewhat includes getting thread safety, render target locking and GetDC working properly.
Did you change something affecting D3D multithreaded apps? Star Trek: Bridge Commander doesn't start for me (only blank screen) since 0.9.37. http://appdb.winehq.org/appview.php?iVersionId=4207 (AppDB) http://www.bridgecommander.com/indepth/bcdemo.htm (downloadable demo) I'm using the opensource r300 ATI drivers if that matters.
Regards, Carl-Daniel
Did you change something affecting D3D multithreaded apps?
I am currently working on this. Some fundamental work went into wine somewhen between .33 and .35, but its not active yet. It was just some data structure modifications to handle multiple contexts for one swapchain. Before that the state management rework enabled us to keep track of states for multiple contexts.
But right now I am working on making things really thread safe, and after that I can debug some gl crashes with the context selection patches I posted on this list a few months ago so they can go in finally.
Star Trek: Bridge Commander doesn't start for me (only blank screen) since 0.9.37. http://appdb.winehq.org/appview.php?iVersionId=4207 (AppDB) http://www.bridgecommander.com/indepth/bcdemo.htm (downloadable demo) I'm using the opensource r300 ATI drivers if that matters.
No idea about that. If it worked before a regression test will help
On 19.05.2007 21:55, Stefan Dösinger wrote:
Did you change something affecting D3D multithreaded apps?
I am currently working on this. Some fundamental work went into wine somewhen between .33 and .35, but its not active yet. It was just some data structure modifications to handle multiple contexts for one swapchain. Before that the state management rework enabled us to keep track of states for multiple contexts.
But right now I am working on making things really thread safe, and after that I can debug some gl crashes with the context selection patches I posted on this list a few months ago so they can go in finally.
Cool.
Star Trek: Bridge Commander doesn't start for me (only blank screen) since 0.9.37. http://appdb.winehq.org/appview.php?iVersionId=4207 (AppDB) http://www.bridgecommander.com/indepth/bcdemo.htm (downloadable demo) I'm using the opensource r300 ATI drivers if that matters.
No idea about that. If it worked before a regression test will help
Will do a regression test and report back.
Regards, Carl-Daniel