http://bugs.winehq.org/show_bug.cgi?id=5349
Rich <Rincebrain(a)gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Summary|Wine crashes on attempt to |Wine crashes on attempt to
|run SimTower |run SimTower with sound
--- Comment #19 from Rich <Rincebrain(a)gmail.com> 2009-01-23 04:22:45 ---
This bug, AFAICS, goes away when you disable all in-game sound.
Which is, IMO, pretty ridiculous.
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http://bugs.winehq.org/show_bug.cgi?id=5349
--- Comment #18 from Rich <Rincebrain(a)gmail.com> 2009-01-22 23:50:28 ---
[Addendum: Win3x winvers also hang forever.]
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http://bugs.winehq.org/show_bug.cgi?id=5349
--- Comment #16 from Rich <Rincebrain(a)gmail.com> 2009-01-22 23:48:40 ---
In git wine-1.1.12-829-g0b8faac, game hangs forever if you try to start it with
a Win9x-based winver, and crashes with the attached log.
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http://bugs.winehq.org/show_bug.cgi?id=7385
--- Comment #13 from Dan Kegel <dank(a)kegel.com> 2009-01-22 19:57:44 ---
Excellent! MS Golf 3 starts up with that patch!
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http://bugs.winehq.org/show_bug.cgi?id=8051
--- Comment #89 from Andy Clayton <clayt055(a)umn.edu> 2009-01-22 17:22:46 ---
Regarding a software implementation: what if we did like OS X and compile GLSL
to i386 (or what you will)?
Maybe this does not seem like less work, but I think a lot of it has already
been done for us. Zack Rusin who works on Mesa has been using LLVM to do this
[1] (as OS X does [2]). What's more, the GLSL parser for LLVM is already (at
least partially) written. The repository that had the original code mentioned
in [1] appears to be down now, but I believe its merged in to Gallium3D [3].
I've looked through wined3d in an attempt to figure out if this could be easily
done, ignoring the issue for now that the referenced GLSL parser is in C++, but
as I have no prior experience I am afraid I have little to show for my efforts.
There was at one point a software renderer [3], though unfinished, so perhaps
putting in another could follow that as an example? Yet that was relatively
long ago, and the code has changed. Unfortunately, I also have little
experience with gl, so I am a bit unsure of the if/how for getting at the data
needed when mixing software processing with the gl processing on hardware like
this.
Could Stefan or someone else who knows better comment?
[1] http://zrusin.blogspot.com/2007/05/mesa-and-llvm.html
[2] http://lists.cs.uiuc.edu/pipermail/llvmdev/2006-August/006492.htmlhttp://llvm.org/pubs/2007-03-12-BossaLLVMIntro.pdf
[3] http://dri.freedesktop.org/doxygen/gallium/gallivm_8h-source.html
[4] http://wiki.winehq.org/DirectX-Shaders
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Florian Friedrich <friedrich(a)hooster.de> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |friedrich(a)hooster.de
--- Comment #88 from Florian Friedrich <friedrich(a)hooster.de> 2009-01-22 17:17:07 ---
I don't know, if this works, but I got a quick idea. Isn't it possible to
implement just the constants replacement in software and do the rest in
hardware? So, if a constant gets defined, we store it in normal ram, instead of
the graphics card-ram. And if then the shader program comes in, we replace the
constants in the program with the stored values and give the resulting program
to the gpu. So we don't have to write a complete software shader
implementation, but get around the gpu-constants-limit.
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http://bugs.winehq.org/show_bug.cgi?id=15137
Summary: Wine crashes when trying to play FEAR (MP3 issue)
Product: Wine
Version: 1.1.4
Platform: PC-x86-64
URL: http://i.download.idg.pl/fannef/c8d1cb3bb6a163870f7e0273
7774f6e8/48c1a003/cyberjoy/dema/f/fear/fearxp2_spdemo_en
.exe
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: tsalacinski(a)gmail.com
Created an attachment (id=15846)
--> (http://bugs.winehq.org/attachment.cgi?id=15846)
FEAR output
When I was trying to launch FEAR: Perseus Mandate demo, everything went ok,
until I've reached the game itself.
First of all - game wasn't starting at all, complaining about glsl bugs (it was
just crashing). I've enabled the DX8 Shader option - forces to use DirectX 8
shaders. Problem went away. Game loads, can see the graphics without any single
glitch, but when you stand up, the game crashes.
I can't reproduce problem with glsl, because even when I've enabled DX9
shaders, it still runs.
The output seems to be related to mp3 decoding
(wine/dlls/winemp3.acm/layer3.c). It's VERY strange, because it contains
non-ascii characters. The output looks like this on terminal and when I pipe it
to the file.
I've grepped out the lines containing "glsl" keyword (because the output was
~2mb and it contained only GL_INVALID_OPERATION statements).
Disabling PulseAudio didn't help. The game seems to be crashing wine, I've had
"Segmentation fault" error once.
Cheers,
Tomasz Salacinski
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http://bugs.winehq.org/show_bug.cgi?id=17082
Summary: F.E.A.R. 2 Demo crashes when sound is enabled
Product: Wine
Version: 1.1.13
Platform: PC-x86-64
URL: http://www.gamershell.com/download_38288.shtml
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: c_korn(a)gmx.de
Created an attachment (id=18908)
--> (http://bugs.winehq.org/attachment.cgi?id=18908)
output of wine-1.1.13
Game crashes when sound is enabled.
OS: Ubuntu 8.10
Pulseaudio has been killed before testing.
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Dan Kegel <dank(a)kegel.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC|dank(a)kegel.com |
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