[Bug 32157] Doom 3 BFG Edition does not start because of it cannot initialize OpenGL

wine-bugs at winehq.org wine-bugs at winehq.org
Wed Dec 26 12:09:06 CST 2012


http://bugs.winehq.org/show_bug.cgi?id=32157

Linards <linards.liepins at gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |linards.liepins at gmail.com

--- Comment #1 from Linards <linards.liepins at gmail.com> 2012-12-26 12:09:06 CST ---
Confirming on Fedora 17 x64 / wine 1.5.17 / 64bit prefix.

Log:

 56:     reClip. x = dot ( _fa_[0 /* rpMVPmatrixX */] , clip ) ;

 57:     reClip. y = dot ( _fa_[1 /* rpMVPmatrixY */] , clip ) ;

 58:     reClip. z = dot ( _fa_[2 /* rpMVPmatrixZ */] , clip ) ;

 59:     reClip. w = dot ( _fa_[3 /* rpMVPmatrixW */] , clip ) ;

 60:     vec2 prevTexCoord ;

 61:     prevTexCoord. x = ( reClip. x / reClip. w ) * 0.5 + 0.5 ;

 62:     prevTexCoord. y = ( reClip. y / reClip. w ) * 0.5 + 0.5 ;

 63:     vec2 texCoord = prevTexCoord ;

 64:     vec2 delta = ( vofi_TexCoord0 - prevTexCoord ) ;

 65:     vec3 sum = vec3 ( 0.0 ) ;

 66:     float goodSamples = 0 ;

 67:     float samples = _fa_[5 /* rpOverbright */] . x ;

 68:     for ( float i = 0 ; i < samples ; i = i + 1 ) {

 69:         vec2 pos = vofi_TexCoord0 + delta * ( ( i / ( samples - 1 ) ) -
0.5 ) ;

 70:         vec4 color = tex2D ( samp0 , pos ) ;

 71:         sum += color. xyz * color. w ;

 72:         goodSamples += color. w ;

 73:     }

 74:     float invScale = 1.0 / goodSamples ;

 75:     gl_FragColor = vec4 ( sum * invScale , 1.0 ) ;

 76: }
-----------------
WARNING: 0:45: warning(#375) Redeclaration of  built-in name: gl_FragColor
While compiling vertex program renderprogs\shadow.vertex
-----------------
  1: #version 150

  2: #define PC

  3: 

  4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }

  5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }

  6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }

  7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }

  8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod(
sampler, texcoord.xy, texcoord.w ); }

  9: 

 10: 

 11: uniform vec4 _va_[5];

 12: 

 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }

 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }

 15: 

 16: in vec4 in_Position;

 17: 

 18: out vec4 gl_Position;

 19: 

 20: void main() {

 21:     vec4 vPos = in_Position - _va_[0 /* rpLocalLightOrigin */] ;

 22:     vPos = ( vPos. wwww * _va_[0 /* rpLocalLightOrigin */] ) + vPos ;

 23:     gl_Position . x = dot4 ( vPos , _va_[1 /* rpMVPmatrixX */] ) ;

 24:     gl_Position . y = dot4 ( vPos , _va_[2 /* rpMVPmatrixY */] ) ;

 25:     gl_Position . z = dot4 ( vPos , _va_[3 /* rpMVPmatrixZ */] ) ;

 26:     gl_Position . w = dot4 ( vPos , _va_[4 /* rpMVPmatrixW */] ) ;

 27: }
-----------------
WARNING: 0:18: warning(#375) Redeclaration of  built-in name: gl_Position
While compiling vertex program renderprogs\shadow_skinned.vertex
-----------------
  1: #version 150

  2: #define PC

  3: 

  4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }

  5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }

  6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }

  7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }

  8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod(
sampler, texcoord.xy, texcoord.w ); }

  9: 

 10: 

 11: uniform vec4 _va_[5];

 12: 

 13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }

 14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }

 15: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;

 16: 

 17: in vec4 in_Position;

 18: in vec4 in_Color;

 19: in vec4 in_Color2;

 20: 

 21: out vec4 gl_Position;

 22: 

 23: void main() {

 24:     float w0 = in_Color2 . x ;

 25:     float w1 = in_Color2 . y ;

 26:     float w2 = in_Color2 . z ;

 27:     float w3 = in_Color2 . w ;

 28:     vec4 matX , matY , matZ ;

 29:     float joint = in_Color . x * 255.1 * 3 ;

 30:     matX = matrices [ int ( joint + 0 ) ] * w0 ;

 31:     matY = matrices [ int ( joint + 1 ) ] * w0 ;

 32:     matZ = matrices [ int ( joint + 2 ) ] * w0 ;

 33:     joint = in_Color . y * 255.1 * 3 ;

 34:     matX += matrices [ int ( joint + 0 ) ] * w1 ;

 35:     matY += matrices [ int ( joint + 1 ) ] * w1 ;

 36:     matZ += matrices [ int ( joint + 2 ) ] * w1 ;

 37:     joint = in_Color . z * 255.1 * 3 ;

 38:     matX += matrices [ int ( joint + 0 ) ] * w2 ;

 39:     matY += matrices [ int ( joint + 1 ) ] * w2 ;

 40:     matZ += matrices [ int ( joint + 2 ) ] * w2 ;

 41:     joint = in_Color . w * 255.1 * 3 ;

 42:     matX += matrices [ int ( joint + 0 ) ] * w3 ;

 43:     matY += matrices [ int ( joint + 1 ) ] * w3 ;

 44:     matZ += matrices [ int ( joint + 2 ) ] * w3 ;

 45:     vec4 vertexPosition = in_Position ;

 46:     vertexPosition. w = 1.0 ;

 47:     vec4 modelPosition ;

 48:     modelPosition. x = dot4 ( matX , vertexPosition ) ;

 49:     modelPosition. y = dot4 ( matY , vertexPosition ) ;

 50:     modelPosition. z = dot4 ( matZ , vertexPosition ) ;

 51:     modelPosition. w = in_Position . w ;

 52:     vec4 vPos = modelPosition - _va_[0 /* rpLocalLightOrigin */] ;

 53:     vPos = ( vPos. wwww * _va_[0 /* rpLocalLightOrigin */] ) + vPos ;

 54:     gl_Position . x = dot4 ( vPos , _va_[1 /* rpMVPmatrixX */] ) ;

 55:     gl_Position . y = dot4 ( vPos , _va_[2 /* rpMVPmatrixY */] ) ;

 56:     gl_Position . z = dot4 ( vPos , _va_[3 /* rpMVPmatrixZ */] ) ;

 57:     gl_Position . w = dot4 ( vPos , _va_[4 /* rpMVPmatrixW */] ) ;

 58: }
-----------------
WARNING: 0:21: warning(#375) Redeclaration of  built-in name: gl_Position
----- Initializing Sound System ------
Unknown command 'vid_restart'
Failed to create XAudio2 engine.  Try installing the latest DirectX.
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL

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