Re: Need help with debugging a directx9 game crashing

2013-07-25 Thread Ken Thomases
On Jul 25, 2013, at 2:11 PM, Qian Hong wrote: > On Fri, Jul 26, 2013 at 2:52 AM, Ken Thomases wrote: >> I think your Valgrind results are telling us that there's a bug in the game >> where it's using an uninitialized stack variable. >> >> There's still a chance that it's something in Wine that'

Re: Need help with debugging a directx9 game crashing

2013-07-25 Thread Qian Hong
On Fri, Jul 26, 2013 at 2:52 AM, Ken Thomases wrote: > I think your Valgrind results are telling us that there's a bug in the game > where it's using an uninitialized stack variable. > > There's still a chance that it's something in Wine that's using the > uninitialized variable and passing a ga

Re: Need help with debugging a directx9 game crashing

2013-07-25 Thread Ken Thomases
Hi Qian, On Jul 25, 2013, at 11:53 AM, Qian Hong wrote: > On Thu, Jul 25, 2013 at 2:33 AM, Ken Thomases wrote: >> Hmm. You may need to mark the dummy array as volatile to prevent it from >> being optimized away. Worth trying. You might also increase the size of >> the array. > > You are ri

Re: Need help with debugging a directx9 game crashing

2013-07-25 Thread Qian Hong
Hi Ken, On Thu, Jul 25, 2013 at 2:33 AM, Ken Thomases wrote: > Hmm. You may need to mark the dummy array as volatile to prevent it from > being optimized away. Worth trying. You might also increase the size of the > array. You are right, thanks! Increasing the size of the array helps, the m

Re: Need help with debugging a directx9 game crashing

2013-07-24 Thread Ken Thomases
On Jul 24, 2013, at 12:49 PM, Qian Hong wrote: > Hi Ken, > > On Sun, Jul 21, 2013 at 2:39 PM, Ken Thomases wrote: >> Instead of enabling the trace, try replacing it with something like: >> >>char dummy[256]; >>memset(dummy, 0x55, sizeof(dummy)); >> >> I bet the crash will change from a

Re: Need help with debugging a directx9 game crashing

2013-07-24 Thread Qian Hong
Hi Ken, On Sun, Jul 21, 2013 at 2:39 PM, Ken Thomases wrote: > Instead of enabling the trace, try replacing it with something like: > > char dummy[256]; > memset(dummy, 0x55, sizeof(dummy)); > > I bet the crash will change from a read access to 0x0001 to 0x. > Thanks for the

Re: Need help with debugging a directx9 game crashing

2013-07-24 Thread Qian Hong
On Sat, Jul 20, 2013 at 2:21 AM, Marcus Meissner wrote: > Or timing ... Also can you print out refcount there to see if the refcounting > is good? Thanks Marcus, yes, I tried replace the TRACE to printf, to my surprise, the magic disappear. In other words, if I replace the TRACE in d3d9_AddRef t

Re: Need help with debugging a directx9 game crashing

2013-07-24 Thread Qian Hong
Hello, Thanks everyone's help, sorry for delay, I was blocked by something else. I've created http://bugs.winehq.org/show_bug.cgi?id=34125 to track down this bug. On Fri, Jul 19, 2013 at 10:06 PM, Henri Verbeet wrote: > Well, it sounds a bit like some form of memory corruption. Sometimes > WINED

Re: Need help with debugging a directx9 game crashing

2013-07-20 Thread Ken Thomases
On Jul 19, 2013, at 8:34 AM, Qian Hong wrote: > I was debugging on a popular game [1] [2] (9 GB), it crashes on start. > > +relay,+seh,+tid log show that there are some calls to > wined3d.wined3d_mutex_lock / wined3d.wined3d_buffer_map / > wined3d.wined3d_mutex_unlock before crashing, so I turn o

Re: Need help with debugging a directx9 game crashing

2013-07-19 Thread Marcus Meissner
On Fri, Jul 19, 2013 at 04:06:56PM +0200, Henri Verbeet wrote: > On 19 July 2013 15:34, Qian Hong wrote: > > Further tests show that the simplest hack to avoid crashing is > > replacing line 71 to: > > FIXME("anything %x\n", 0xdeadbeef); > > > > I have no idea what the real fix is, any suggestion

Re: Need help with debugging a directx9 game crashing

2013-07-19 Thread Henri Verbeet
On 19 July 2013 15:34, Qian Hong wrote: > Further tests show that the simplest hack to avoid crashing is > replacing line 71 to: > FIXME("anything %x\n", 0xdeadbeef); > > I have no idea what the real fix is, any suggestion what is the next > step to debug? > Well, it sounds a bit like some form of

Need help with debugging a directx9 game crashing

2013-07-19 Thread Qian Hong
Hello, I was debugging on a popular game [1] [2] (9 GB), it crashes on start. +relay,+seh,+tid log show that there are some calls to wined3d.wined3d_mutex_lock / wined3d.wined3d_buffer_map / wined3d.wined3d_mutex_unlock before crashing, so I turn on +d3d9 trace to get a new log in details. To my

Re: How to force use of DirectX8 instead of DirectX9?

2009-06-16 Thread Stefan Dösinger
Am Dienstag, 16. Juni 2009 12:35:22 schrieb joerg-cyril.hoe...@t-systems.com: > Hi, > > What is the recommended way not to use Wine's DirectX9 and fall back to > DirectX8 instead? Some applications list DirectX 8.1 as their minimal > graphics requirement, yet they come with Di

Re: How to force use of DirectX8 instead of DirectX9?

2009-06-16 Thread Henri Verbeet
2009/6/16 : > What is the recommended way not to use Wine's DirectX9 and fall back to > DirectX8 instead? > Some applications list DirectX 8.1 as their minimal graphics requirement, > yet they come with DirectX9 on the CD and presumably use Wine's DirectX9. > You

Re: How to force use of DirectX8 instead of DirectX9?

2009-06-16 Thread Roderick Colenbrander
7; of d3d9. Roderick On Tue, Jun 16, 2009 at 2:58 PM, Tom Wickline wrote: > In the registry :) > > Tom > > On Tue, Jun 16, 2009 at 6:35 AM, wrote: >> Hi, >> >> What is the recommended way not to use Wine's DirectX9 and fall back to >> DirectX8 instead?

Re: How to force use of DirectX8 instead of DirectX9?

2009-06-16 Thread Tom Wickline
In the registry :) Tom On Tue, Jun 16, 2009 at 6:35 AM, wrote: > Hi, > > What is the recommended way not to use Wine's DirectX9 and fall back to > DirectX8 instead? > Some applications list DirectX 8.1 as their minimal graphics requirement, > yet they come with

How to force use of DirectX8 instead of DirectX9?

2009-06-16 Thread Joerg-Cyril.Hoehle
Hi, What is the recommended way not to use Wine's DirectX9 and fall back to DirectX8 instead? Some applications list DirectX 8.1 as their minimal graphics requirement, yet they come with DirectX9 on the CD and presumably use Wine's DirectX9. The author of the screenshot at http://www

New winetricks 20080823: add non-activex-plugin for flash, work around indeo installer bug; updated divx, liberation, kdewin, directx9, ffdshow.

2008-08-23 Thread Dan Kegel
r161: Register indeo codec harder; thanks to 414N for the tip. r112: Update directx9 to june 2008 release; thanks to Paul Drain for the tip. r111: Add non-activex flash plugin r110: Update ffdshow. Update version. r107: Add a little error checking, and missing quotes in one spot.

New winetricks 20080523: directx9, bugfixes

2008-05-23 Thread Dan Kegel
from /usr/bin/which on mac - cope with redhat.com sending decompressed files - use win2K when installing directx9 so it installs more stuff r50: - Added directx9 verb Online as always at http://kegel.com/wine/winetricks or http://winezeug.googlecode.com

Re: DirectX9 and Halflife2

2005-10-25 Thread Roderick Colenbrander
/'username'/half-life2) and type the command there. HL2 should start fine as long as steam is running. Roderick > --- Ursprüngliche Nachricht --- > Von: Evil <[EMAIL PROTECTED]> > An: Fabian Bieler <[EMAIL PROTECTED]> > Kopie: wine-devel@winehq.org > Betreff: Re: D

Re: DirectX9 and Halflife2

2005-10-25 Thread Evil
Cool! It works without the dll overrides, and I can see the pages in the store tab now. Thanks for the tip. Now, I just need to figure out my performance bottleneck. - Jesse Fabian Bieler wrote: >Execute regsvr32 mozctlx.dll in the directory where mozcontrol.tgz was >extracted. (usually ~

Re: DirectX9 and Halflife2

2005-10-25 Thread Fabian Bieler
For me steam works if I use transgaming's mozcontrol with wine: http://downloads.transgaming.com/mozilla_control_downloads/ (freely available under the MPL) However it is somewhat unstable. Fabian On Tuesday 25 October 2005 01:19, Ivan Gyurdiev wrote: > Roderick Colenbrander wrote: > >> How is it

Re: DirectX9 and Halflife2

2005-10-25 Thread Stefan Dösinger
Hello, > The reason I was looking into all this is that the performance of hl2 > (atleast in the menus) is greatly reduced by all the FIXME's printed by > GetData / Issue. As this makes the game unusable is it perhaps an option to > turn it into a TRACE? Normally I don't like covering bugs like thi

Re: DirectX9 and Halflife2

2005-10-24 Thread Ivan Gyurdiev
The bug I am referring to, that prevents steam from running is: http://bugs.winehq.org/show_bug.cgi?id=3293 Hmm. it looks like ---> CALL 0011:Call kernel32.VirtualAlloc(0080,2000,1000,0004) ret=20d13a13 0011:Call ntdll.NtAllocateVirtualMemory(,7fcae0fc,0

Re: DirectX9 and Halflife2

2005-10-24 Thread Evil
I gave Counter-Strike: Source a try under WINE tonight to see what kind of results I get on my system (ATI9600XT w8.18 drivers, AMD2000+). It was a pre-existing install that I had set up to run under both Windows 98 and Cedega. After overriding the necessary DLLs, Steam gets past the logon... I'

Re: DirectX9 and Halflife2

2005-10-24 Thread Ivan Gyurdiev
If it stops for you while it upgrades itself (on 26%-27%). Then just kill wine and restart steam. Eventually it will restart itself and continue from point where it crashed. That's a different bug...which, by the way was closed FIXED, and now I don't think it was FIXED anymore - I ran into t

Re: DirectX9 and Halflife2

2005-10-24 Thread Vitaliy Margolen
Monday, October 24, 2005, 5:19:43 PM, Ivan Gyurdiev wrote: > Roderick Colenbrander wrote: >>> How is it that you are able to get Steam to work? >>> >>> You don't run into: >>> http://bugs.winehq.org/show_bug.cgi?id=3293 >>> >>> Do you use any native dlls? >>> >> >> Regarding steam I'm using a

Re: DirectX9 and Halflife2

2005-10-24 Thread Ivan Gyurdiev
Roderick Colenbrander wrote: How is it that you are able to get Steam to work? You don't run into: http://bugs.winehq.org/show_bug.cgi?id=3293 Do you use any native dlls? Regarding steam I'm using a native shlwapi and shdocvw for the rest all native. Strange... I can't get it to work

Re: DirectX9 and Halflife2

2005-10-24 Thread Michael Stefaniuc
Roderick Colenbrander wrote: Ignore my black screen comment aswell. The cause for it is likely some memory corruption caused by my D3DERR_NOTAVAILABLE which isn't correct. Will submit a small patch for the d3d9 CreateQuery bug and will look at other parts. The reason I was looking into all thi

Re: DirectX9 and Halflife2

2005-10-24 Thread Roderick Colenbrander
> Second I believe CreateQuery of d3d9 isn't correct. MSDN states that > ppQuery can be NULL as explained above. Right now d3d9's CreateQuery > returns D3DERR_INVALIDCALL when ppQuery is NULL. Further I'm not sure if > wined3d's CreateQuery is correctly called from d3d9 as ppQuery isn't passed > t

Re: DirectX9 and Halflife2

2005-10-24 Thread Roderick Colenbrander
Ignore my black screen comment aswell. The cause for it is likely some memory corruption caused by my D3DERR_NOTAVAILABLE which isn't correct. Will submit a small patch for the d3d9 CreateQuery bug and will look at other parts. The reason I was looking into all this is that the performance of hl

Re: DirectX9 and Halflife2

2005-10-24 Thread Roderick Colenbrander
> > This patch should fix the problem with Queries > http://www.winehq.org/pipermail/wine-devel/2005-October/041237.html > This patch is not the same as the problem for halflife2. In case ppQuery is NULL applications can detect if a certain query Type is supported. This should indeed fail for un

Re: DirectX9 and Halflife2

2005-10-24 Thread Roderick Colenbrander
> How is it that you are able to get Steam to work? > > You don't run into: > http://bugs.winehq.org/show_bug.cgi?id=3293 > > Do you use any native dlls? Regarding steam I'm using a native shlwapi and shdocvw for the rest all native. Roderick

Re: DirectX9 and Halflife2

2005-10-24 Thread Ivan Gyurdiev
Roderick Colenbrander wrote: Hi all, Today I have been doing some experiments with halflife2 and the game works (atleast if launched through steam in my case) but there are some issues which I tried to address. How is it that you are able to get Steam to work? You don't run into: http://bug

Re: DirectX9 and Halflife2

2005-10-24 Thread Oliver Stieber
Hi, --- Roderick Colenbrander <[EMAIL PROTECTED]> wrote: > Hi all, > > Today I have been doing some experiments with halflife2 and the game works > (atleast if launched through steam in my case) but there are some issues > which I tried to address. > > The game uses the D3D9 Query mechanism (Cre

DirectX9 and Halflife2

2005-10-24 Thread Roderick Colenbrander
Hi all, Today I have been doing some experiments with halflife2 and the game works (atleast if launched through steam in my case) but there are some issues which I tried to address. The game uses the D3D9 Query mechanism (CreateQuery/Issue/GetData) to retrieve status information. HL2 uses this al

Re: Directx9

2004-09-14 Thread Roger Olson
Simple solution... Announce Wine Release 2004mmdd will be the last "stable" release and future downloads are at your own risk until further notice then go ahead and break it. It saves parallel trees and/or branch maintenance and allows developers to have their way. I would speculate that Wine wou

Re: Re: Directx9

2004-09-14 Thread brettholcomb
z which is not on the list and want to run it then it's my problem if the next release breaks. > > From: Lionel Ulmer <[EMAIL PROTECTED]> > Date: 2004/09/14 Tue PM 04:32:52 GMT > To: [EMAIL PROTECTED] > CC: [EMAIL PROTECTED] > Subject: Re: Re: Directx9 > &

Re: Re: Directx9

2004-09-14 Thread Lionel Ulmer
> To be honest, Wine isn't going to be very useful and adopted until > there is something that a user can install and know that if I have to update > to a current verson and I pick the stable version that my apps that are > running will continue to run. Well, you perfectly summed up the 'tragedy'

Re: Re: Directx9

2004-09-14 Thread brettholcomb
As a user watching this thread here's my comments - Mike is correct. I understand Wine is not to 1.0 yet (close at .9 ) but we need something that is stable and that we can run while development is done in the unstable branch. To be honest, Wine isn't going to be very useful and adopted until

Re: Directx9

2004-09-14 Thread Joerg Mayer
On Tue, Sep 14, 2004 at 09:57:52AM +0100, Mike Hearn wrote: > I'm reminded of the saying, "if not now then when? if not you then who?" I think that once the API and the internal infrastructure are stable, the preconditions for that change are in place. > >Once Wine is declared to be ready for "or

Re: Directx9

2004-09-14 Thread Krzysztof Foltman
Lionel Ulmer wrote: Well, if you are ready to pay the price of stability (i.e. spend at least 4 or 5 hours a week re-installing your 4 or 5 favourite applications to test for regression), fine :-) The problem I see is that we do not have the developper manpower to do that. However, it would be nice

Re: Directx9

2004-09-14 Thread Mike Hearn
I think that reasoning distracts from the real issue: creating a stable and an unstable branch incurs an administrative overhead, one which might simply be too much compared to the gain we'd have without that overhead because we could concentrate on other things (things which are still not implemen

Re: Directx9

2004-09-14 Thread Lionel Ulmer
On Tue, Sep 14, 2004 at 12:35:21PM +0300, Shachar Shemesh wrote: > Also, I think the sooner we start treating wine as a mature product, the > better. Declaring a making a product mature is a great step in making it > one. Well, if you are ready to pay the price of stability (i.e. spend at least 4

Re: Directx9

2004-09-14 Thread Andreas Mohr
Hi, On Tue, Sep 14, 2004 at 11:29:25AM +0100, Mike Hearn wrote: > Having stable branches doesn't seem to hurt the kernel, X, gnome, kde, > etc etc. Some people will use the stable branch, the rest will follow > CVS and hack on that, same as always. I think that reasoning distracts from the real

Re: Directx9

2004-09-14 Thread Mike Hearn
Since Lionel is doing the work on Direct X, then I think it's up to him to decide how it should work and how to move it forward. He's doing it because he's interested in it, not to make money or keep Wine users happy. He's doing it because it's interesting and fun. Fun, remember. I wasn't tal

Re: Directx9

2004-09-14 Thread Mike McCormack
Mike Hearn wrote: While this point will come eventually, it has not been reached: ANNOUNCE starts as follows: I'm reminded of the saying, "if not now then when? if not you then who?" Since Lionel is doing the work on Direct X, then I think it's up to him to decide how it should work and how to m

Re: Directx9

2004-09-14 Thread Shachar Shemesh
Mike Hearn wrote: I don't think it makes any sense to put it off indefinately on the grounds that Wine is still a developers-only release. That's circular logic. Hear hear. Also, I think the sooner we start treating wine as a mature product, the better. Declaring a making a product mature is a g

Re: Directx9

2004-09-14 Thread Mike Hearn
While this point will come eventually, it has not been reached: ANNOUNCE starts as follows: I'm reminded of the saying, "if not now then when? if not you then who?" Once Wine is declared to be ready for "ordinary users", the development process should indeed change. And when exactly is that? "Read

Re: Directx9

2004-09-13 Thread Ivan Leo Puoti
> At *some* point we have to stop simply releasing CVS snapshots which may > or may not work/run important apps/eat your hard disk and actually do > proper releases that are, you know, tested'n'stuff. Also consider that the time wasted on testing/releasing/branching will slow up wine development,

Re: Directx9

2004-09-13 Thread Joerg Mayer
On Mon, Sep 13, 2004 at 01:55:19PM +0100, Mike Hearn wrote: > At *some* point we have to stop simply releasing CVS snapshots which may > or may not work/run important apps/eat your hard disk and actually do > proper releases that are, you know, tested'n'stuff. While this point will come eventual

Re: Directx9

2004-09-13 Thread Ivan Leo Puoti
>Anyway, that wasn't really what I was getting at.. last spring Lionel >had this to say about a wined3d library: It does make sense to have common code all in the same place... Ivan.

Re: Directx9

2004-09-13 Thread Brian Vincent
On Mon, 13 Sep 2004 17:21:51 +0200, Ivan Leo Puoti <[EMAIL PROTECTED]> wrote: > Things in wine break all the time, users know it and are used to it, if d3d8 > breaks for 3 releases, people will just use an old version until things are > fixed. Many people stayed at wine-20031212 for months because

Re: Directx9

2004-09-13 Thread Lionel Ulmer
> I don't think that a breakage in d3d can be an option now. Wine is an 'old' > project also if not stable or mature, and breaking stuff now is a big > problem to users. Well, if that is the case, we need to recruit someone to do 'proper' releases as there are no guarantees for now of any stabilit

Re: Directx9

2004-09-13 Thread Lionel Ulmer
On Mon, Sep 13, 2004 at 01:55:19PM +0100, Mike Hearn wrote: > At *some* point we have to stop simply releasing CVS snapshots which may > or may not work/run important apps/eat your hard disk and actually do > proper releases that are, you know, tested'n'stuff. Yes, but what should I care about t

Re: Directx9

2004-09-13 Thread Diego 'Flameeyes' Pettenò
Ivan Leo Puoti wrote: > if things are broken for a while. A bit like the kernel with 2.4 stable > and 2.5 full of broken/buggy stuff until 2.6 is ready, and so on. At least > that's how most projects work. It's also true that the kernel is not going to branch 2.7 anytime soon. I don't think that

Re: Directx9

2004-09-13 Thread Ivan Leo Puoti
> If we as a project are committed to doing 0.9, 1.0+ releases it means we > can't simply break code people are using to play their games for months > at a time and shrug it off After 1.0 there will be a stable and a development branch, the stable one for users, and the development one for new st

Re: Directx9

2004-09-13 Thread Mike Hearn
Well, why could we not live with DX8 / DX9 breakage for some time ? At the time D3D was resurected, it was broken for most of the time (and probably still is :-) ). And if someone disappears from development, it's just more motivations for others to pick up the work and continue (which would be mor

Re: Directx9

2004-09-13 Thread Lionel Ulmer
> I'd appreciate thoughts before I start (especially Lionels, AJ's etc) - I'm > only just getting back into wine programming again hence my interest. I would be for solution 1) even if it means breaking somewhat D3D8 for some time. Note that this was Raphael's plan (although his was even more ambi

Re: Directx9

2004-09-13 Thread Lionel Ulmer
> This is the sort of thing we wanted arch for. Unfortunately, the way we > use CVS means that we can't really do branching as only AJ commits. So, > if it's not possible to do the migration without breaking things > temporarily, there are three ways forward: Well, why could we not live with DX

Re: Directx9

2004-09-13 Thread Mike Hearn
My other concern is if I start doing it and have to give up due to work or other pressures, I could leave a half migrated setup. I assume its relavitevly easy with cvs to back out changes if this occurs, and I hope it wont, but it is a concern. I'd appreciate thoughts before I start (especially Lio

Directx9

2004-09-12 Thread Ann and Jason Edmeades
Hello, I've spoken with the wine-d3d people and noone is currently doing anything on directx9 support. Originally Raphael was trying to merge things into a new library, wined3d, using an interface which ddraw could also use. This has not happened, and as we stand there is no progress being