The F.E.A.R and BF2 demos crash immediately after complaining about: fixme:d3d:D3DFmtGetBpp Unhandled fmt(36,WINED3DFMT_A16B16G16R16) fixme:d3d:debug_d3dformat Unrecognized 81 D3DFORMAT!
I have some native dlls installed, d3dx9_*.dll, mscoree.dll... that have no wine implementation.
According to msdn: D3DFMT_A16B16G16R16 36 64-bit pixel format using 16 bits for each component. D3DFMT_L16 81 16-bit luminance only. The second one is missing from wined3d_private.h Both are missing from D3DFmtGetBpp.
Also note that there's default handling in D3DFmtGetBpp that says: /* Guess at the highest value of the above */ and selects 4 bytes per pixel, but the highest value of the above is 8 - and it's used by D3DFMT_A16B16G16R16 - maybe that's why it crashes.
On Tuesday 04 April 2006 12:48, Ivan Gyurdiev wrote:
The F.E.A.R and BF2 demos crash immediately after complaining about: fixme:d3d:D3DFmtGetBpp Unhandled fmt(36,WINED3DFMT_A16B16G16R16) fixme:d3d:debug_d3dformat Unrecognized 81 D3DFORMAT!
Just fix it :)
I have some native dlls installed, d3dx9_*.dll, mscoree.dll... that have no wine implementation.
yes, no problem.
According to msdn: D3DFMT_A16B16G16R16 36 64-bit pixel format using 16 bits for each component.
use GL_RGBA16_EXT for that (GL format is GL_RGBA,GL_UNSIGNED_SHORT)
D3DFMT_L16 81 16-bit luminance only.
use GL_LUMINANCE16_EXT for that (GL format is GL_LUMINANCE,GL_UNSIGNED_BYTE)
The second one is missing from wined3d_private.h Both are missing from D3DFmtGetBpp.
Also note that there's default handling in D3DFmtGetBpp that says: /* Guess at the highest value of the above */ and selects 4 bytes per pixel, but the highest value of the above is 8 - and it's used by D3DFMT_A16B16G16R16 - maybe that's why it crashes.
Yes i thnik so
And as i just said, you can easily fix it (using apropriate textures code extensions and check support for it)
Regards, Raphael
And as i just said, you can easily fix it (using apropriate textures code extensions and check support for it)
Yes, it did look easy to fix, but since I can't build wine (I don't have the proper biarch environment set up in x86_64), I thought I'd bother the list in the hope that someone else would fix it before my trickery is noticed :-)
On 4/4/06, Raphael fenix@club-internet.fr wrote:
On Tuesday 04 April 2006 12:48, Ivan Gyurdiev wrote:
The F.E.A.R and BF2 demos crash immediately after complaining about: fixme:d3d:D3DFmtGetBpp Unhandled fmt(36,WINED3DFMT_A16B16G16R16) fixme:d3d:debug_d3dformat Unrecognized 81 D3DFORMAT!
Just fix it :)
I have some native dlls installed, d3dx9_*.dll, mscoree.dll... that have no wine implementation.
yes, no problem.
According to msdn: D3DFMT_A16B16G16R16 36 64-bit pixel format using 16 bits for each component.
use GL_RGBA16_EXT for that (GL format is GL_RGBA,GL_UNSIGNED_SHORT)
D3DFMT_L16 81 16-bit luminance only.
use GL_LUMINANCE16_EXT for that (GL format is GL_LUMINANCE,GL_UNSIGNED_BYTE)
On this topic, how about floating point formats such as D3DFMT_A16B16G16R16F? I have an app that checks for a lot of missing float formats. It keeps running even though that function returns false, but there are tons of graphical bugs. There's a comment in the code about having to do some card-specific stuff to support this in OpenGL (NV vs. ATI extensions).
I tried adding those formats in, but just mapping the individual float colors over to one of the unsigned int formats (thinking that even if the colors are wrong, they should still show up as *something* instead of black). However, I didn't notice any difference in the output. Eventually wine should support these formats obviously, but is there a simpler test app out there that could display surfaces/textures/whatever in each color format and see which ones work or fail? Civ4 takes a minute just to load, and another 30 seconds to get into the game portion that fails, so it's not the ideal test app. :)
On Wednesday 05 April 2006 04:13, Jason Green wrote:
On 4/4/06, Raphael fenix@club-internet.fr wrote:
On Tuesday 04 April 2006 12:48, Ivan Gyurdiev wrote:
The F.E.A.R and BF2 demos crash immediately after complaining about: fixme:d3d:D3DFmtGetBpp Unhandled fmt(36,WINED3DFMT_A16B16G16R16) fixme:d3d:debug_d3dformat Unrecognized 81 D3DFORMAT!
Just fix it :)
I have some native dlls installed, d3dx9_*.dll, mscoree.dll... that have no wine implementation.
yes, no problem.
According to msdn: D3DFMT_A16B16G16R16 36 64-bit pixel format using 16 bits for each component.
use GL_RGBA16_EXT for that (GL format is GL_RGBA,GL_UNSIGNED_SHORT)
D3DFMT_L16 81 16-bit luminance only.
use GL_LUMINANCE16_EXT for that (GL format is GL_LUMINANCE,GL_UNSIGNED_BYTE)
On this topic, how about floating point formats such as D3DFMT_A16B16G16R16F? I have an app that checks for a lot of missing float formats. It keeps running even though that function returns false, but there are tons of graphical bugs. There's a comment in the code about having to do some card-specific stuff to support this in OpenGL (NV vs. ATI extensions).
I tried adding those formats in, but just mapping the individual float colors over to one of the unsigned int formats (thinking that even if the colors are wrong, they should still show up as *something* instead of black). However, I didn't notice any difference in the output. Eventually wine should support these formats obviously, but is there a simpler test app out there that could display surfaces/textures/whatever in each color format and see which ones work or fail? Civ4 takes a minute just to load, and another 30 seconds to get into the game portion that fails, so it's not the ideal test app. :)
Always play with beautifull samples :)
http://www.gamedev.net/reference/articles/article2108.asp http://www.daionet.gr.jp/~masa/rthdribl/ learn more here http://www.debevec.org/)
Regards, Raphael