[4/5] WineD3D: Work around a bad crash in fglrx

Henri Verbeet hverbeet at gmail.com
Wed May 6 05:05:31 CDT 2009


2009/5/6 Stefan Dösinger <stefan at codeweavers.com>:
> Am Mittwoch, 6. Mai 2009 10:10:07 schrieb Henri Verbeet:
>> ...and on the other ones it will create hard to diagnose / explain
>> bugs. Just disabling the extension if it's broken also avoids the
>> crash, and will at least have predictable behaviour.
> Not in this case. As I explain in a comment in the test, there's no d3d cap
> flag for point sprites. So the games will just go ahead and try to do the
> same kind of rendering and just fail in the same or worse way.
>
> The only advantage we get from disabling point sprites altogether is the WARN
> we get if the game tries to use them. I'll add a similar WARN to the point
> sprite function if the game uses them and this workaround is active.
>
Well, the point is that if you disable the extension it will just not
work at all, instead of "sometimes, depending on which texture unit
the texture is mapped on".

>> Of course it would also help if AMD took these kind of
>> things seriously, or at least replied to my posts
>> (http://www.phoronix.com/forums/showpost.php?p=63527&postcount=107).
> That specific issue is fixed in 9.4 I think. They confirmed the bug and
> replied here:
> http://ati.cchtml.com/show_bug.cgi?id=1462
>
Sure, I read that too, but it's not my point of course.



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