[Bug 31046] Wine advertises 32bit depth buffer, behaves like 24bit

wine-bugs at winehq.org wine-bugs at winehq.org
Sat Sep 8 21:23:27 CDT 2012


http://bugs.winehq.org/show_bug.cgi?id=31046

--- Comment #3 from Kevin Meyer <billy65bob at gmail.com> 2012-09-08 21:23:27 CDT ---
The description is somewhat inaccurate anyhoo, I need to clear up a few things.
The second screenshot should read: title screen; 24bit Z-buffer + logz in
Windows (DirectX9 Hardware).
Wine provided identical results if I hex edit the embedded shaders in the
plugin to force on logz.

I had a quick look through the code in both places.
pcsx2 requests a D3DFMT_D32 surface (followed by D3DFMT_D32F_LOCKABLE and
D3DFMT_D24S8 as fallbacks)
wine provides one, which is mapped to a GL_DEPTH_COMPONENT32 surface. This is
where the 32bit value comes from.

In Windows, the 24bit value comes from the fact that both D3DFMT_D32 and
D3DFMT_D32F_LOCKABLE allocations fail, causing pcsx2 to fall back to the
D3DFMT_D24S8 format. - but this is of no matter since a DirectX11 backend is
provided (it uses a 32bit depth + 8bit stencil format there), but alas it
doesn't work in wine... yet.


So to conclude, it would seem that wine is doing the right thing, but something
is terribly wrong in the way it works.
I've been talking to the pcsx2 devs a bit, and they seem to believe that a
D3DFMT_D32 surface should provide ideal results (ie, as seen in the Windows
screenshot) as opposed to what is seen in wine.

Since Identical results are possible in wine with D32 and Windows with D24S8. I
currently have two theories - both of which are pure conjecture.
1) perhaps NVIDIA cannot allocate a GL_DEPTH_COMPONENT32 surface and silently
falls back to GL_DEPTH_COMPONENT24.
2) genuine bugs and oversights in wined3d.


Also as a note, since the removal of the "Big X Lock," the GSdx plugin has been
locking up almost every boot, and forgoing that, after a few seconds of
rendering which makes it almost impossible to get anywhere there's actual 3D
stuff. I think someone else already reported that though.
But until that is fixed, I'll be unable to test any hacks or patches that make
their way here to address this bug.

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