[Bug 2905] Kings Quest 8 crashes while loading a saved game
wine-bugs at winehq.org
wine-bugs at winehq.org
Wed Apr 27 10:01:18 CDT 2011
http://bugs.winehq.org/show_bug.cgi?id=2905
Anastasius Focht <focht at gmx.net> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |focht at gmx.net
Component|-unknown |directx-ddraw
Version|unspecified |20050419
--- Comment #19 from Anastasius Focht <focht at gmx.net> 2011-04-27 10:01:16 CDT ---
Hello,
--- quote ---
Crashes for me on start in 1.3.17.
--- quote ---
yep, there is an initial crash preventing the game to load which needs to be
fixed first.
IDirect3D3::EnumDevices calls the app supplied callback two times.
It seems the game doesn't like IID_IDirect3DRGBDevice and resets some internal
data structures - one of them is a pointer to an internal device string
"D3D-display".
When the enumeration callback is called a second time for
IID_IDirect3DHALDevice, the app code tries to do some search/replace on that
string - but the pointer member was reset by the first callback call (NULL).
--- snip dlls/ddraw/ddraw.c ---
static HRESULT WINAPI d3d3_EnumDevices(IDirect3D3 *iface,
LPD3DENUMDEVICESCALLBACK callback, void *context)
{
static CHAR wined3d_description[] = "Wine D3DDevice using WineD3D and
OpenGL";
IDirectDrawImpl *This = impl_from_IDirect3D3(iface);
D3DDEVICEDESC device_desc1, hal_desc, hel_desc;
D3DDEVICEDESC7 device_desc7;
HRESULT hr;
...
if (This->d3dversion != 1)
{
static CHAR reference_description[] = "RGB Direct3D emulation";
TRACE("Enumerating WineD3D D3DDevice interface.\n");
hal_desc = device_desc1;
hel_desc = device_desc1;
/* The rgb device has the pow2 flag set in the hel caps, but not in the
hal caps. */
hal_desc.dpcLineCaps.dwTextureCaps &= ~(D3DPTEXTURECAPS_POW2
| D3DPTEXTURECAPS_NONPOW2CONDITIONAL |
D3DPTEXTURECAPS_PERSPECTIVE);
hal_desc.dpcTriCaps.dwTextureCaps &= ~(D3DPTEXTURECAPS_POW2
| D3DPTEXTURECAPS_NONPOW2CONDITIONAL |
D3DPTEXTURECAPS_PERSPECTIVE);
hr = callback((GUID *)&IID_IDirect3DRGBDevice, reference_description,
device_name, &hal_desc, &hel_desc, context);
if (hr != D3DENUMRET_OK)
{
TRACE("Application cancelled the enumeration.\n");
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
}
...
TRACE("Enumerating HAL Direct3D device.\n");
hal_desc = device_desc1;
hel_desc = device_desc1;
/* The hal device does not have the pow2 flag set in hel, but in hal. */
hel_desc.dpcLineCaps.dwTextureCaps &= ~(D3DPTEXTURECAPS_POW2
| D3DPTEXTURECAPS_NONPOW2CONDITIONAL |
D3DPTEXTURECAPS_PERSPECTIVE);
hel_desc.dpcTriCaps.dwTextureCaps &= ~(D3DPTEXTURECAPS_POW2
| D3DPTEXTURECAPS_NONPOW2CONDITIONAL |
D3DPTEXTURECAPS_PERSPECTIVE);
hr = callback((GUID *)&IID_IDirect3DHALDevice, wined3d_description,
device_name, &hal_desc, &hel_desc, context);
if (hr != D3DENUMRET_OK)
{
TRACE("Application cancelled the enumeration.\n");
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
TRACE("End of enumeration.\n");
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
}
--- snip dlls/ddraw/ddraw.c ---
If you reverse the order of callback calls (IID_IDirect3DHALDevice first,
IID_IDirect3DRGBDevice second), the game starts successfully and seems playable
again.
Though it crashes at exit (which seems to be another bug) and the load savegame
bug of course.
Regards
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