[Bug 14774] New: Max Payne 2: PP effects flood console with GL errors (ORM=fbo)
wine-bugs at winehq.org
wine-bugs at winehq.org
Tue Aug 5 17:06:00 CDT 2008
http://bugs.winehq.org/show_bug.cgi?id=14774
Summary: Max Payne 2: PP effects flood console with GL errors
(ORM=fbo)
Product: Wine
Version: 1.1.1
Platform: PC-x86-64
URL: http://www.rockstargames.com/maxpayne2/mp2_downloads.htm
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OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs at winehq.org
ReportedBy: liquid.acid at gmx.net
CC: hverbeet at gmail.com
Hi there,
this is a regression introduced between wine-1.1.0 and wine-1.1.1, bisecting
turns up these commits:
[2d4d18b59dc26b8aee04553671b942071d9213b9] wined3d: Delay render target
activation.
[4f77c29bcf58a88cea8fb833f770aa107960b34e] wined3d: Track depth stencil
location per-surface.
Actually I had to do two bisects, one separate for the glReadBuffer error, and
one for the two other messages.
Affected game: Max Payne 2 (demo)
Wine settings:
OffscreenRenderingMode=fbo
UseGLSL=disabled
Ingame settings:
PostProcessingEffects=medium
PixelShaderSkins=off
Hardware: nVidia Geforce FX 5900
Drivers: nvidia-drivers-173.14.09
GL errors only show up when PP effects are used in the game. There are two
types:
(a) bullettime, using a sepia tone filter
(b) cutscenes, using a motion blur filter
GL errors depend on whether (a) or (b) is currently active:
For (a) I get these GL errors:
(*) fixme:d3d_surface:read_from_framebuffer_texture >>>>>>>>>>>>>>>>>
GL_INVALID_ENUM (0x500) from glReadBuffer @ surface.c / 913
(**) fixme:d3d_shader:shader_arb_deselect_depth_blt >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glBindProgramARB(GL_VERTEX_PROGRAM_ARB,
vertexShader->prgId); @ arb_program_shader.c / 1832
And for (b) those:
(*) fixme:d3d_surface:read_from_framebuffer_texture >>>>>>>>>>>>>>>>>
GL_INVALID_ENUM (0x500) from glReadBuffer @ surface.c / 913
(***) fixme:d3d_shader:shader_arb_deselect_depth_blt >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glDisable(GL_VERTEX_PROGRAM_ARB) @
arb_program_shader.c / 1840
Note that the errors don't show up with ORM=backbuffer.
This are essentially three errors, I marked them each with asteriks. Notice
that the (*) GL error happens in both "modes".
During bisecting I noticed that the (*) GL error was introduced a different
commit than the (**)/(***) (which are introduced by one and the same commit).
For testing both wine versions (1.1.0 and 1.1.1) the sourcecode was patched
with
http://source.winehq.org/git/wine.git/?a=commit;h=2583975ec799527cebc3238916394390c913b842,
to not hit the slow driver fallback. Wine did only use ARB_tex_rect for NP2
textures then.
This can also be achieved by commenting out the ARB_tex_npot extension line in
wined3d/directx.c
The GL errors still show up with wine git master (last commit:
b572170da5f35a80c6bb07ab8ebcda7a854f27f), there with an additional GL error:
fixme:d3d:apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from
glDrawBuffers() @ context.c / 1064
However this one (the "draw buffers" one) should be fixed in latest git.
The (*) GL error is introduced by the commit:
[2d4d18b59dc26b8aee04553671b942071d9213b9] wined3d: Delay render target
activation.
(Adding Stefan Dösinger to CC)
The (**) and (***) GL error is introduced by the commit:
[4f77c29bcf58a88cea8fb833f770aa107960b34e] wined3d: Track depth stencil
location per-surface.
(Adding Henri Verbeet to CC)
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