[Bug 11914] DestroyContext in dlls/wined3d/device. c causes regression in Everquest2

wine-bugs at winehq.org wine-bugs at winehq.org
Tue May 6 15:55:25 CDT 2008


http://bugs.winehq.org/show_bug.cgi?id=11914





--- Comment #6 from Quarky <quark9 at gmx.net>  2008-05-06 15:55:25 ---
Hi,
the patch fixing RemoveContextFromArray seems to prevent Everquest2 from dying
using pbuffer, but now it stalls throwing 

fixme:d3d_draw:drawStridedFast >>>>>>>>>>>>>>>>> GL_OUT_OF_MEMORY (0x505) from
glDrawElements @ drawprim.c / 265
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 410
fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 231
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 410
fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 231
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION
(0x502) from glUseProgramObjectARB @ glsl_shader.c / 3288
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 410
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 410
fixme:d3d_texture:IWineD3DBaseTextureImpl_BindTexture >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glBindTexture @ basetexture.c / 302
fixme:d3d_texture:IWineD3DBaseTextureImpl_BindTexture >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glBindTexture @ basetexture.c / 302
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION
(0x502) from glUseProgramObjectARB @ glsl_shader.c / 3288
fixme:d3d_surface:fb_copy_to_texture_hwstretch >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glCopyTexSubImage2D @ surface.c / 2804
fixme:d3d_surface:fb_copy_to_texture_hwstretch >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glDisable(texture_target) @ surface.c / 2955
fixme:d3d_texture:IWineD3DBaseTextureImpl_BindTexture >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glBindTexture @ basetexture.c / 302
fixme:d3d_texture:IWineD3DBaseTextureImpl_BindTexture >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glBindTexture @ basetexture.c / 302
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION
(0x502) from glUseProgramObjectARB @ glsl_shader.c / 3288
fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 231
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION
(0x502) from glUseProgramObjectARB @ glsl_shader.c / 3288
fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 231
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION
(0x502) from glUseProgramObjectARB @ glsl_shader.c / 3288
fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>>
GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 231
fixme:d3d_draw:drawStridedFast >>>>>>>>>>>>>>>>> GL_OUT_OF_MEMORY (0x505) from
glDrawElements @ drawprim.c / 265

all over the place, until it is killed .(

If you need additional infos or logfiles plz let me know!


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