[Bug 14968] DrawPrim.c needs to handle more than 4 vertex shader prims causes crash in everquest and does not allow rendering

wine-bugs at winehq.org wine-bugs at winehq.org
Sat Aug 23 22:23:43 CDT 2008


http://bugs.winehq.org/show_bug.cgi?id=14968


Stefan Dösinger <stefandoesinger at gmx.at> changed:

           What    |Removed                     |Added
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                 CC|                            |stefandoesinger at gmx.at




--- Comment #8 from Stefan Dösinger <stefandoesinger at gmx.at>  2008-08-23 22:23:42 ---
Hmm. Does the application use a fixed function texture coordinate specified
with D3DECLUSAGE_FLOAT4?

It should be simple to support this. Essentially the "int coordsToUse =
sd->u.s.texCoords[coordIdx].dwType + 1" is wrong, this needs a better mapping:

decltype:                   coordsToUse:
D3DDECLTYPE_FLOAT1          1
D3DDECLTYPE_FLOAT2          2
D3DDECLTYPE_FLOAT3          3
D3DDECLTYPE_FLOAT4          4
D3DDECLTYPE_D3DCOLOR        4
D3DDECLTYPE_UBYTE4          4
D3DDECLTYPE_SHORT2          2
D3DDECLTYPE_SHORT4          4
D3DDECLTYPE_UBYTE4N         4
D3DDECLTYPE_SHORT2N         2
D3DDECLTYPE_SHORT4N         4
D3DDECLTYPE_USHORT2N        2
D3DDECLTYPE_USHORT4N        4
D3DDECLTYPE_UDEC3           ???
D3DDECLTYPE_DEC3N           ???
D3DDECLTYPE_FLOAT16_2       2
D3DDECLTYPE_FLOAT16_4       4

Also the function calls below shouldn't be selected based on a switch-case
statement, but rather on the declaration itself. q, r, t and s should be read
in a different way too. The system used for providing other parameters like
diffuse_funcs sounds sane here, although some extra care is needed to keep
working without GL_ARB_multitexture support.

Also I strongly recommend writing a test here. Generally, fixed function
attributes with non-standard data types are spooky on Windows, so the real
problem may be somewhere else.


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