Another Multithreaded Direct3D biest??
Stefan Dösinger
stefandoesinger at gmx.at
Sat Nov 19 10:35:41 CST 2005
Hello,
After quite some time I returned to my D3D7->WineD3D work, and I gave Need for
speed 3 a try. It's an old DirectX 5 game, with DirectDraw software
rendering, Direct3D rendering and some hardware specific renderers.
Need for speed 3 causes a crash in the GL library. A look at a +tid,+ddraw,
+d3d trace shows that it creates a DirectDraw object in TID 0x9(No D3D
involved), and then switches the graphics operations to another thread, 0xc.
This thread sucessfully created and releases 2 DirectDraw and Direct3D
objects. When the third WineD3D object is created, a crash in glXMakeCurrent
in swapchain.c::IWineD3DDeviceImpl_CreateAdditionalSwapChain occurs.
Is this a multithread problem? There's one thread change involved, but it
occurs before the first Direct3D object is created.
Does anyone know any not multithreaded Direct3D7(or previous) games, which do
not rely on ProcessVertices?? Which games are working with the old D3D7
implementation? I have tried Empire Earth(Mulitthreaded), Half-Life 1
(ProcessVertices) and Need for Speed 3(Multithreaded??) now. Now I am running
out of games :(
Stefan
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