[Bug 40180] Heroes Of Might & Magic VI: flying squares instead of smoke

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Feb 19 23:02:09 CST 2016


https://bugs.winehq.org/show_bug.cgi?id=40180

--- Comment #2 from Sergey Isakov <isakov-sl at bk.ru> ---
(In reply to Matteo Bruni from comment #1)
> Just a guess, does the message "Blending into a sRGB render target with no
> GL_ARB_framebuffer_sRGB support, expect rendering artifacts." appear in a
> +d3d_shader trace?

No such message. And this extension seems to se supported
~~~
trace:d3d:parse_extension_string - "GL_ARB_framebuffer_sRGB".
trace:d3d:parse_extension_string  FOUND: GL_ARB_framebuffer_sRGB support.
~~~

About blending I see shaders using them
~~~
trace:d3d_shader:shader_glsl_compile     void main()
trace:d3d_shader:shader_glsl_compile     {
trace:d3d_shader:shader_glsl_compile     float m;
trace:d3d_shader:shader_glsl_compile     vec3 r;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_position = vs_in0;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_blendweight = vs_in1;
trace:d3d_shader:shader_glsl_compile     vec3 ffp_attrib_normal = vs_in3;
trace:d3d_shader:shader_glsl_compile     float ffp_attrib_psize = vs_in4;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_diffuse = vs_in5;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_specular = vs_in6;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_texcoord0 = vs_in7;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_texcoord1 = vs_in8;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_texcoord2 = vs_in9;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_texcoord3 = vs_in10;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_texcoord4 = vs_in11;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_texcoord5 = vs_in12;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_texcoord6 = vs_in13;
trace:d3d_shader:shader_glsl_compile     vec4 ffp_attrib_texcoord7 = vs_in14;
trace:d3d_shader:shader_glsl_compile     ffp_attrib_blendweight[0] = 1.0;
trace:d3d_shader:shader_glsl_compile     vec4 ec_pos =
vec4(ffp_attrib_position.xyz, 1.0);
trace:d3d_shader:shader_glsl_compile     gl_Position = ffp_projection_matrix *
ec_pos;
--

And such messages
~~~
trace:d3d_shader:shader_record_register_usage Not recording register of type
0xa and [0x1][0xffffffff].
trace:d3d_shader:shader_record_register_usage Not recording register of type
0xa and [0][0xffffffff].
trace:d3d_shader:shader_record_register_usage Not recording register of type
0xa and [0x2][0xffffffff].
trace:d3d_shader:shader_record_register_usage Not recording register of type
0xa and [0x3][0xffffffff].
~~~

I have a version where the bug absent but I don't know which patch is a key.
May be 39057? It influences on log.

MacOSX 10.9.5
Radeon HD6770M 0x6740 Turks family
Used native libraries d3dx9_36, d3dx9_40, d3dcompiler_43.

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