[Bug 32485] 1nsane: graphical issues when 'skid marks' enabled

wine-bugs at winehq.org wine-bugs at winehq.org
Thu Dec 20 09:51:02 CST 2012


http://bugs.winehq.org/show_bug.cgi?id=32485

--- Comment #1 from Stefan Dösinger <stefan at codeweavers.com> 2012-12-20 09:51:02 CST ---
Created attachment 42867
  --> http://bugs.winehq.org/attachment.cgi?id=42867
ddraw: Don't discard buffers that haven't been used in draws

Can you give this patch a try? It fixes the problem for me, but I don't quite
like it.

The game apparently wants the buffer contents to remain intact when it locks a
buffer with DDLOCK_DISCARDCONTENTS - or at least in some cases. I noticed that
the game maps and unmaps a buffer repeatedly with this flag, without ever
drawing from it. In theory DISCARDCONTENTS is redundant in all but the first
lock after a draw, but the driver still discards the buffer contents. Ignoring
the flag and memsetting the buffer to some random value has the same effect as
setting the flag.

The other thing that's suspicious is that the game uses software vertex
processing on Windows, mostly because Windows enumerates Direct3DHAL before it
enumerates Direct3DTnLHAL. However, If I configure the game to use TnLHAL on
Windows, the track marks still work. I am not sure if the game reliably listens
to its device type setting.

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