[Bug 17708] Splinter cell double agent doesn't render correctly

wine-bugs at winehq.org wine-bugs at winehq.org
Wed Feb 20 11:22:20 CST 2013


http://bugs.winehq.org/show_bug.cgi?id=17708

Heiko <zuxez at uni.de> changed:

           What    |Removed                     |Added
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                 CC|                            |zuxez at uni.de

--- Comment #15 from Heiko <zuxez at uni.de> 2013-02-20 11:22:20 CST ---
Hello, I still encounter the problems even with recent git. I'm not quite sure
how and why it's happening, but it started with just the character's shadow
being 
awkward. Later the whole character layout is screwed in normal and night
vision, but is rendered correctly in thermal and sound vision. So I suspect it
being something related to the shaders. With native directx dlls the character
is rendered like on the 'tar pit' screenshot. With wines d3dx9_36 the character
is rendered almost like a cube (because of the lack of the vertex/pixel shader
support in there).

After a bit of debunkering in d3d_shader one can find several lines a la

fixme:d3d_shader:print_glsl_info_log     0(12) : warning C7050: "R1.zw" might
be used before being initialized

The shaders passed to the glsl compiler seem to contain directx-specific
content, that being CTAB- and PRES-shader-comments. I hacked a CTAB-reader
together, which shows several global variables with and several without default
values:

trace:d3d_shader:shader_sm1_read_comment // "CTAB\x1c\x00\x00\x00\xc3\x00\...
trace:d3d_shader:GetConstantTable byte_code 0x7710d54, constant_table (nil)
trace:d3d_shader:GetConstantTable Creator "Microsoft (R) D3DX9 Shader Compiler
9.11.519.0000", Version fffe0101, Constants 3, Target "vs_1_1"
trace:d3d_shader:parse_ctab_constant_type name LocalToScreen, elements 1, index
8, defaultvalue (nil), regset D3DXRS_FLOAT4
trace:d3d_shader:parse_ctab_constant_type class D3DXPC_MATRIX_COLUMNS, type
D3DXPT_FLOAT, rows 4, columns 4, elements 1, struct_members 0
trace:d3d_shader:parse_ctab_constant_type name g_GlobalConstants, elements 1,
index 0, defaultvalue (nil), regset D3DXRS_FLOAT4

Basically, my question is, are these comments relevant to the actual rendering
within wined3d? Should they be set on the renderer device with
wined3d_device_set_vs_consts_f() and friends? I couldn't find any place in
there handling them. And I'm not quite sure if they should be handled in
wined3d at all or are used in d3dx9's dlls only?


Btw, I'm on an Intel Q6600 with an NVidia 9800GTX

media-libs/mesa-9.1_rc2
x11-base/xorg-server-1.13.2.901
x11-drivers/nvidia-drivers-310.32

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