[Bug 14751] Max Payne 2: PP effects produce (nearly) black screen
wine-bugs at winehq.org
wine-bugs at winehq.org
Thu Oct 23 15:56:47 CDT 2008
http://bugs.winehq.org/show_bug.cgi?id=14751
--- Comment #13 from Tobias Jakobi <liquid.acid at gmx.net> 2008-10-23 15:56:41 ---
Getting weird results for this bisect.
Bisect again shows commit bc4435e4063c70d0ef2fcc2ab7bb6df3efcfc0e7 from
2008-07-31 (wined3d: Use a hashmap to store the ffp shaders). But manually
checking out this version, testing it, then reverting the patch doesn't change
a bit.
So this commit is GOOD.
Now manually checking:
commit 2d6d8795624b95e654d712e1958dd631df46dcfc (
wined3d: Handle CTXUSAGE_BLIT with offscreen targets and FBO ORM)
That one is BAD.
Bisecting between those and this commit is the faulty one:
[14b24058d69d73ebf6b70bc36c8aa62993351079] wined3d: GL_ARB_fragment_program ffp
implementation.
Verified this by checking out 14b24058d69d73ebf6b70bc36c8aa62993351079,
testing, reverting the patch and testing again.
Another verification done with git master and patching
select_fragment_implementation in directx.c such that always
nvts_fragment_pipeline is returned (NV35 hw here). Also fixes the issues.
So the bug is inside the (relatively new) arbfp_fragment_pipeline
implementation.
@stefand: Any idea how to track this down?
Greets,
Tobias
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