[Bug 9551] Game crashes if enter tactical modus in UFO:ET -- d3d

wine-bugs at winehq.org wine-bugs at winehq.org
Mon Sep 3 04:14:25 CDT 2007


--- Comment #6 from Stefan Dösinger <stefandoesinger at gmx.at>  2007-09-03 04:14:24 ---
The problem is that Microsoft violates its own COM rules in Direct3D. The
application creates a vertex buffer, sets it(SetStreamSource), then releases
it. The SetStreamSource does not increase the reference count visible to the
app, so the release() is supposed to destroy the buffer. Then the stateblock
contains a pointer to a destroyed buffer and the device crashes when trying to
render from it.

However, as a test prooves, the buffer is not destroyed, although its reference
count is 0. A buffer that is set in a stateblock is prevented from beeing
destroyed as long as it's set in the stateblock and the stateblock is valid. We
increate/decrease the WineD3D reference count to achieve that. The app does not
see the wined3d refcount because it only talks to d3d9.dll, which in turn uses
wined3d, so we have exactly the behavior windows has.

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