https://bugs.winehq.org/show_bug.cgi?id=36267
Bug ID: 36267
Summary: valgrind shows an invalid read in ddraw/tests/ddraw4.c
Product: Wine
Version: 1.7.18
Hardware: x86
OS: Linux
Status: NEW
Keywords: download, source, testcase
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: austinenglish(a)gmail.com
==4973== Invalid read of size 4
==4973== at 0x50CE7C7: update_heap_entry (glsl_shader.c:905)
==4973== by 0x50CE900: shader_glsl_update_float_vertex_constants
(glsl_shader.c:939)
==4973== by 0x50AAEEE: wined3d_device_set_vs_consts_f (device.c:2297)
==4973== by 0x5137052: wined3d_stateblock_apply (stateblock.c:957)
==4973== by 0x498F1ED: ddraw_set_cooperative_level (ddraw.c:951)
==4973== by 0x498F69F: ddraw4_SetCooperativeLevel (ddraw.c:1019)
==4973== by 0x4CA8A97: test_coop_level_create_device_window (ddraw4.c:678)
==4973== by 0x4CCC1E5: func_ddraw4 (ddraw4.c:7300)
==4973== by 0x4D1E890: run_test (test.h:584)
==4973== by 0x4D1EC7F: main (test.h:654)
==4973== Address 0xb458000 is 42,896 bytes inside a block of size 65,544
alloc'd
==4973== at 0x7BC4C735: notify_alloc (heap.c:255)
==4973== by 0x7BC50F79: RtlAllocateHeap (heap.c:1716)
==4973== by 0x50DF534: constant_heap_init (glsl_shader.c:6409)
==4973== by 0x50DF8FB: shader_glsl_alloc (glsl_shader.c:6478)
==4973== by 0x50A5691: wined3d_device_init_3d (device.c:882)
==4973== by 0x498E381: ddraw_attach_d3d_device (ddraw.c:591)
==4973== by 0x498E5B9: ddraw_create_swapchain (ddraw.c:634)
==4973== by 0x498F124: ddraw_set_cooperative_level (ddraw.c:934)
==4973== by 0x498F69F: ddraw4_SetCooperativeLevel (ddraw.c:1019)
==4973== by 0x4CA8A97: test_coop_level_create_device_window (ddraw4.c:678)
==4973== by 0x4CCC1E5: func_ddraw4 (ddraw4.c:7300)
==4973== by 0x4D1E890: run_test (test.h:584)
==4973== by 0x4D1EC7F: main (test.h:654)
==4973==
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https://bugs.winehq.org/show_bug.cgi?id=36261
Bug ID: 36261
Summary: valgrind shows a use after free in
ddraw/tests/ddraw4.c
Product: Wine
Version: 1.7.18
Hardware: x86
OS: Linux
Status: NEW
Keywords: download, source, testcase
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: austinenglish(a)gmail.com
==29500== Invalid write of size 4
==29500== at 0x498B288: d3d_device_inner_Release (device.c:319)
==29500== by 0x498B45B: d3d_device3_Release (device.c:345)
==29500== by 0x4C6844D: test_process_vertices (ddraw4.c:624)
==29500== by 0x4C8C1E0: func_ddraw4 (ddraw4.c:7299)
==29500== by 0x4CDE890: run_test (test.h:584)
==29500== by 0x4CDEC7F: main (test.h:654)
==29500== Address 0x47a4dc8 is 112 bytes inside a block of size 160 free'd
==29500== at 0x7BC4C782: notify_free (heap.c:263)
==29500== by 0x7BC510C7: RtlFreeHeap (heap.c:1762)
==29500== by 0x497D9F9: ddraw_destroy (ddraw.c:441)
==29500== by 0x497DC0C: ddraw4_Release (ddraw.c:472)
==29500== by 0x49A3B99: ddraw_surface_release_iface (surface.c:552)
==29500== by 0x49A3D41: ddraw_surface4_Release (surface.c:611)
==29500== by 0x498B229: d3d_device_inner_Release (device.c:316)
==29500== by 0x498B45B: d3d_device3_Release (device.c:345)
==29500== by 0x4C6844D: test_process_vertices (ddraw4.c:624)
==29500== by 0x4C8C1E0: func_ddraw4 (ddraw4.c:7299)
==29500== by 0x4CDE890: run_test (test.h:584)
==29500== by 0x4CDEC7F: main (test.h:654)
==29500==
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https://bugs.winehq.org/show_bug.cgi?id=46617
Bug ID: 46617
Summary: Far Cry v1.40 locks up on the loading screen
Product: Wine
Version: 4.1
Hardware: x86
OS: Linux
Status: NEW
Keywords: regression
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: gyebro69(a)gmail.com
CC: z.figura12(a)gmail.com
Regression SHA1: 1867b095a0e48ff8619457c703f69b5acc715ede
Distribution: ---
Created attachment 63519
--> https://bugs.winehq.org/attachment.cgi?id=63519
plain terminal output
This was tested with GOG.com version (the game is already patched to the latest
1.4 version). The game was set up to use the default Direct3D renderer
(selecting the OpenGL renderer resulted in an early crash on start for me).
I couldn't reproduce the problem with the original demo version.
The game loads up to the main menu properly, but it hangs with 100% CPU usage
on the loading screen when I'm trying to start a new game or load a previously
saved game.
Reverting the following commit fixes the problem for me:
commit 1867b095a0e48ff8619457c703f69b5acc715ede
Author: Zebediah Figura <z.figura12(a)gmail.com>
Date: Wed Feb 6 19:38:28 2019 -0600
wined3d: Store stream state in the wined3d_stateblock_state structure.
Please let me know what debug channels would be of help.
wine-4.1-108-gf7b3120991
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GT 730/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 415.22.05
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https://bugs.winehq.org/show_bug.cgi?id=41168
Bug ID: 41168
Summary: Test Drive Unlimited Crash before entry main menu
Product: Wine
Version: 1.9.16
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: mrdeathjr28(a)yahoo.es
Distribution: ---
Created attachment 55397
--> https://bugs.winehq.org/attachment.cgi?id=55397
backtrace-testdriveunlimited
test drive unlimited crash before entry main menu, exactly when eden cinematic
finish
System Specs
Nvidia Drivers 370.23 (run package from nvidia drivers homepage)
Xubuntu 16.04 64Bit - Kernel 4.4.0-36 generic (ubuntu mainline) - CPUFreq:
Performance
CPU: INTEL Pentium G3258 (Haswell 22nm) 4.1Ghz + Artic Cooling Alpine 11 Plus
MEMORY: 8GB DDR3 1333 (2x4) Patriot value (dual channel: 21.3 gb/s)
GPU: Zotac Nvidia Geforce GT630 (GK208 28nm: 384 Shaders / 8 ROPS) Zone Edition
Passive Cooling 2GB DDR3 1800Mhz 64Bit (14.4Gb/s)
MAINBOARD: MSI H81M E33
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https://bugs.winehq.org/show_bug.cgi?id=45312
Bug ID: 45312
Summary: AC Syndicate needs bcrypt algorythm/functions
(ECDH_P256, BCryptGenerateKeyPair,
BCryptFinalizeKeyPair)
Product: Wine
Version: 3.9
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: bcrypt
Assignee: wine-bugs(a)winehq.org
Reporter: berillions(a)gmail.com
Distribution: Gentoo
Assassin's Creed : Syndicate crashes when the game wants to access to the main
menu. Precisely after the Intro video (Nvidia, Ubisoft video) and the screen
with the message which say "Press any key to continue".
This issue exists only when you launch the game with UPlay on Online Mode.
If UPlay is on Offline mode (no cloud save, success etc...), you can to access
to the main menu without problem.
----------
1- When the game crashes, i have these line in my output console :
"0108:fixme:bcrypt:BCryptOpenAlgorithmProvider algorithm L"ECDH_P256" not
supported"
I created a hack to add the support of ECDH_P256 (see attached files)
2- With my 1st hack with ECDH_P256 support, the game still crashes but for an
other reason. This time, i have error line about a bcrypt function not
implemented : BCryptGenerateKeyPair
I created a hack to implement this function (see attached files)
3- With my both latest patches, the game continu to crash at the same place.
Now it crashes because a second function for bcrypt is not implemented :
BCryptFinalizeKeyPair
I created a hack to implement this function (see attached files)
----------
With my 3 workaround, the crash is gone and i can to access to the main menu
with UPlay on Online mode after pressing a key.
Now, i don't know if my workaround are correct to send these files to
wine-patches or if someone prefer to implement completly these
functions/algorythm.
Thanks,
Maxime
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https://bugs.winehq.org/show_bug.cgi?id=36348
Bug ID: 36348
Summary: valgrind shows a couple leaks in d3d9/tests/d3d9ex.c
Product: Wine
Version: 1.7.17
Hardware: x86
OS: Linux
Status: NEW
Keywords: download, source, testcase
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: austinenglish(a)gmail.com
==3976== 16 bytes in 1 blocks are definitely lost in loss record 396 of 1,973
==3976== at 0x7BC50A9B: RtlAllocateHeap (heap.c:255)
==3976== by 0x4F58C13: Direct3DCreate9Ex (d3d9_main.c:63)
==3976== by 0x4A557EB: create_device.constprop.1 (d3d9ex.c:59)
==3976== by 0x4A55992: test_reset (d3d9ex.c:684)
==3976== by 0x4A5A5CB: func_d3d9ex (d3d9ex.c:1218)
==3976== by 0x4ADCD4C: run_test (test.h:584)
==3976== by 0x4ADD13B: main (test.h:654)
==3976==
==3976== 12,068 bytes in 1 blocks are definitely lost in loss record 1,915 of
1,973
==3976== at 0x7BC50A9B: RtlAllocateHeap (heap.c:255)
==3976== by 0x506F901: wined3d_create (wined3d_main.c:95)
==3976== by 0x4F654AE: d3d9_init (directx.c:647)
==3976== by 0x4F58C30: Direct3DCreate9Ex (d3d9_main.c:66)
==3976== by 0x4A557EB: create_device.constprop.1 (d3d9ex.c:59)
==3976== by 0x4A55992: test_reset (d3d9ex.c:684)
==3976== by 0x4A5A5CB: func_d3d9ex (d3d9ex.c:1218)
==3976== by 0x4ADCD4C: run_test (test.h:584)
==3976== by 0x4ADD13B: main (test.h:654)
==3976==
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https://bugs.winehq.org/show_bug.cgi?id=36621
Bug ID: 36621
Summary: valgrind shows several definite leaks in
ddraw/tests/ddraw1.c
Product: Wine
Version: 1.7.18
Hardware: x86
OS: Linux
Status: NEW
Keywords: download, source, testcase
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: austinenglish(a)gmail.com
==13886== 20 bytes in 1 blocks are definitely lost in loss record 205 of 1,033
==13886== at 0x7BC4C75D: notify_alloc (heap.c:255)
==13886== by 0x7BC50FA1: RtlAllocateHeap (heap.c:1716)
==13886== by 0x4B90A4B: DirectDrawCreateClipper (ddraw.c:3274)
==13886== by 0x4B90C0D: ddraw7_CreateClipper (ddraw.c:3309)
==13886== by 0x4B90E50: ddraw1_CreateClipper (ddraw.c:3342)
==13886== by 0x4A6BA13: create_device (ddraw1.c:286)
==13886== by 0x4A6E659: test_coop_level_d3d_state (ddraw1.c:788)
==13886== by 0x4A87307: func_ddraw1 (ddraw1.c:5488)
==13886== by 0x4B24F84: run_test (test.h:584)
==13886== by 0x4B25373: main (test.h:654)
==13886==
==13886== 20 bytes in 1 blocks are definitely lost in loss record 206 of 1,033
==13886== at 0x7BC4C75D: notify_alloc (heap.c:255)
==13886== by 0x7BC50FA1: RtlAllocateHeap (heap.c:1716)
==13886== by 0x4B90A4B: DirectDrawCreateClipper (ddraw.c:3274)
==13886== by 0x4B90C0D: ddraw7_CreateClipper (ddraw.c:3309)
==13886== by 0x4B90E50: ddraw1_CreateClipper (ddraw.c:3342)
==13886== by 0x4A6BA13: create_device (ddraw1.c:286)
==13886== by 0x4A6ED15: test_surface_interface_mismatch (ddraw1.c:860)
==13886== by 0x4A8730C: func_ddraw1 (ddraw1.c:5489)
==13886== by 0x4B24F84: run_test (test.h:584)
==13886== by 0x4B25373: main (test.h:654)
==13886==
etc.
and one case of:
==13516== 4,096 bytes in 1 blocks are definitely lost in loss record 1,473 of
1,516
==13516== at 0x72E66F1: ??? (in /usr/lib/libdrm_intel.so.1.0.0)
==13516== by 0x72E2378: drm_intel_bo_map (in /usr/lib/libdrm_intel.so.1.0.0)
==13516== by 0x6EF6DC2: ??? (in /usr/lib/dri/i965_dri.so)
==13516== by 0x6EF8594: ??? (in /usr/lib/dri/i965_dri.so)
==13516== by 0x6EFECCD: ??? (in /usr/lib/dri/i965_dri.so)
==13516== by 0x6D2D411: ??? (in /usr/lib/dri/i965_dri.so)
==13516== by 0x6F0189E: ??? (in /usr/lib/dri/i965_dri.so)
==13516== by 0x6D16339: ??? (in /usr/lib/dri/i965_dri.so)
==13516== by 0x6D1A9E9: ??? (in /usr/lib/dri/i965_dri.so)
==13516== by 0x68D1C95: glTexSubImage2D (in /usr/lib/libGL.so.1.2.0)
==13516== by 0x510FE80: surface_upload_data (surface.c:1641)
==13516== by 0x511D054: surface_load_texture (surface.c:4861)
==13516== by 0x511D52E: surface_load_location (surface.c:4954)
==13516== by 0x5111C25: surface_load (surface.c:2150)
==13516== by 0x51294DA: texture2d_sub_resource_load (texture.c:730)
==13516== by 0x5128AE8: wined3d_texture_load (texture.c:539)
==13516== by 0x50558C7: arbfp_blit_surface (arb_program_shader.c:7653)
==13516== by 0x5121910: wined3d_surface_blt (surface.c:6060)
==13516== by 0x4A9646C: ddraw_surface_blt_clipped (surface.c:1387)
==13516== by 0x4A96CCA: ddraw_surface7_Blt (surface.c:1543)
==13516==
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https://bugs.winehq.org/show_bug.cgi?id=36340
Bug ID: 36340
Summary: valgrind shows several warnings in
ddraw/tests/ddraw2.c
Product: Wine
Version: 1.7.18
Hardware: x86
OS: Linux
Status: NEW
Keywords: download, source, testcase
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: austinenglish(a)gmail.com
==20452== Conditional jump or move depends on uninitialised value(s)
==20452== at 0x5842378: GetRegionData (region.c:889)
==20452== by 0x4E726BE: ddraw_clipper_GetClipList (clipper.c:213)
==20452== by 0x4EA05EE: ddraw_surface7_Blt (surface.c:1429)
==20452== by 0x4EA1FE6: ddraw_surface1_Blt (surface.c:1597)
==20452== by 0x4D9776E: test_clipper_blt (ddraw2.c:647)
==20452== by 0x4DA7C8E: func_ddraw2 (ddraw2.c:6398)
==20452== by 0x4E1C6DC: run_test (test.h:584)
==20452== by 0x4E1CACB: main (test.h:654)
==20452== Uninitialised value was created by a stack allocation
==20452== at 0x4EA0411: ddraw_surface7_Blt (surface.c:1503)
==20452==
and several leaks, e.g.,:
==20664== 20 bytes in 1 blocks are definitely lost in loss record 208 of 1,043
==20664== at 0x7BC50A9B: RtlAllocateHeap (heap.c:255)
==20664== by 0x4E8EA7E: DirectDrawCreateClipper (ddraw.c:3274)
==20664== by 0x4E8EC42: ddraw7_CreateClipper (ddraw.c:3309)
==20664== by 0x4E8ED9F: ddraw2_CreateClipper (ddraw.c:3331)
==20664== by 0x4DA6CBC: test_clipper_blt (ddraw2.c:565)
==20664== by 0x4DB7C8E: func_ddraw2 (ddraw2.c:6398)
==20664== by 0x4E2C6DC: run_test (test.h:584)
==20664== by 0x4E2CACB: main (test.h:654)
==20664==
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https://bugs.winehq.org/show_bug.cgi?id=46208
Bug ID: 46208
Summary: Elite Dangerous is unstable in wine-devel
Product: Wine
Version: 3.21
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: brendan(a)redmandi.com
Distribution: ---
When using wine-devel v3.21, Elite Dangerous is unstable and will usually
freeze before finishing the opening video (but will sometimes get as far as
shader compilation).
When attaching a debugger, it looks like all processes are waiting for an
event.
The program needs to be killed with a 'kill -9'.
The workaround is to run Elite with 'taskset -c 0', but it also appears to
progress further if you run with 'WINEDEBUG=+relay'.
This leads me to believe the issue is one of timing (as opposed to
multi-threading).
When using wine-staging v3.21, Elite has no such problems and runs perfectly.
A git bi-sect led me to find that the reason for this was a single patch:
https://github.com/wine-staging/wine-staging/tree/master/patches/ntdll-fute…
Applying just this patch to wine-devel v3.21 results in the game running fine.
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