[Bug 5535] Planescape:Torment doesn't work

wine-bugs at winehq.org wine-bugs at winehq.org
Mon Jun 27 10:41:22 CDT 2011


http://bugs.winehq.org/show_bug.cgi?id=5535

--- Comment #74 from Stefan Dösinger <stefandoesinger at gmx.at> 2011-06-27 10:41:21 CDT ---
(In reply to comment #73)
> Thanks for taking a look. What do you propose should happen to this bug? At the
> very least I suggest changing the title to reflect the GDI running out of
> handles issue that it seems to focus on (the current summary is far too vague).
I'm not sure. The GDI object limit is intentional I think. Trying to fill the
vidmem with surfaces is the game's doing, that won't be fixed.

I guess the way to fix this is to rewrite the GDI renderer not to use a DIB
section for every surface, only if it is a primary surface or the app calls
GetDC. On the other hand Alexandre once said the software ddraw implementation
should use gdi for blitting instead of its own implementations, which means we
need a DIB section everywhere.

Either way it is a tricky situation and would need a lot of work. Honestly I'd
prefer to ignore it and let people force the video memory size lower. We cannot
limit the vidmem for apps using ddraw.dll in general because some opengl apps
use ddraw to figure out how much video memory the GPU has.

> It looks like comment 65-67 describes graphical glitches occurring with
> DirectDrawRenderer=opengl - that sounds like it should be a separate bug
> report.
Yes. I think the problem is that wined3d can't read the color keyed surface
contents back. The game backs up the old content of the backbuffer before it
draws a sprite, and when it moves the sprite it draws the old contents back
rather than redrawing everything.

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