[Bug 34008] Bioshock Infinite won't start (needs D3D11CreateDevice implementation to support at least D3D_FEATURE_LEVEL_10_0)
wine-bugs at winehq.org
wine-bugs at winehq.org
Tue Oct 29 04:30:21 CDT 2013
http://bugs.winehq.org/show_bug.cgi?id=34008
Anastasius Focht <focht at gmx.net> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|UNCONFIRMED |NEW
CC| |focht at gmx.net
Summary|Bioshock Infinite won't |Bioshock Infinite won't
|start |start (needs
| |D3D11CreateDevice
| |implementation to support
| |at least
| |D3D_FEATURE_LEVEL_10_0)
Ever Confirmed|0 |1
--- Comment #2 from Anastasius Focht <focht at gmx.net> 2013-10-29 04:30:21 CDT ---
Hello folks,
confirming.
The stub for D3D11CreateDevice() is not enough.
"needs DX10/11 compatible hardware and DX11 runtime"
You can force the game to use specific D3D_FEATURE_LEVEL through additional
command line arguments.
Arguments that are recognized by game code:
-d3d10 or -sm4 (shader model 4)
-d3d11 or -sm5 (shader model 5)
-forcePretendUserHasDX10Card
-d3ddebug
"-forcePretendUserHasDX10Card" actually forces use of D3D_FEATURE_LEVEL_10_0
But even if you request dx10 feature set, D3D11CreateDevice() will be still
used unconditionally.
I debugged the game - there is no d3d10.dll fallback (hence the DX11 runtime
requirement).
I quickly hacked something together, reusing D3D10CreateDevice code to return a
stubbed ID3D11Device and ID3D11DeviceContext.
This allows the game to overcome the initial checks (running much farther) but
ending up really wanting fleshed out ID3D11Device methods
(CheckFeatureSupport(), ...).
I stopped at this point ...
$ wine --version
wine-1.7.5-105-g1666087
Regards
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