[Bug 31245] xrandr12 warcraft 3 regression

wine-bugs at winehq.org wine-bugs at winehq.org
Tue Jul 24 06:50:05 CDT 2012


http://bugs.winehq.org/show_bug.cgi?id=31245

--- Comment #8 from Jonathan Strander <mblackwell1024 at gmail.com> 2012-07-24 06:50:05 CDT ---
For the first part(In reply to comment #7)
> (In reply to comment #5)
> > First, with "org.gnome.settings-daemon.plugins.xrandr active" set to true
> > (check dconf-editor) it appears that for whatever reason the mode is restored
> > as soon as its set by another application (likely a GNOME bug but maybe
> > exacerbated by the NVIDIA driver). There's probably multiple things at work
> > there but setting it to "false" will allow Wine to set the resolution.
> > 
> Yeah, from your description that sounds like it would be some kind of GNOME
> issue, although it's perhaps mildly surprising that it would only do that for
> RandR 1.2 / 1.3 mode changes. In principle that would mean you'd see the same
> behaviour if you used the xrandr utility to change the display mode. You don't
> mention if you have a multihead setup or not, but I suppose that could be a
> factor as well.
> 

No, only a single monitor/display. 

> > As far as not using any metamodes/gpu-scaling that has to do with how Wine uses
> > Randr 1.3 directly. Doing this bypasses anything the GPU driver would like to
> > do. The developer I spoke to didn't specify how to correct/work around this
> > behavior however, perhaps a talk with NVIDIA is in order.
> > 
> Well, the standard / correct way to control scaling mode is through the
> corresponding RandR property. Wine doesn't touch the scaling mode in any way
> though, so the reasonable thing for the driver to do would be to just keep
> whatever scaling mode was previously set by the user.

I really couldn't say how NVIDIA does it, although I do know that a user can
set both [say] 1920x1080 or 1920x1200 with a 1920x1080 region. I'm not sure how
it distinguishes (although obviously it automatically does the correct thing 
when set by old versions of RandR). Which is another reason why I suggested
talking to NVIDIA since only they can tell you what's going on behind the
scenes.

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