[Bug 41653] The Banner Saga 2, The Inner World, Samorost 3: image flickering on Wine-staging (d3d9, adobe air)

wine-bugs at winehq.org wine-bugs at winehq.org
Thu Nov 17 04:28:54 CST 2016


https://bugs.winehq.org/show_bug.cgi?id=41653

--- Comment #5 from donanykey at gmail.com ---
Intermediate update. All these games (and number of others) are based on Adobe
AIR with specific game engine "Starling" utilizing Adobe Stage3d for gpu
rendering.

To simplify debug, I built a very small example with Starling and packaged it
into exe bundled with AIR runtime in a way games do (I hope), 13,1 MB: 

https://drive.google.com/drive/folders/0B3QOvR6YLO_ybjVHaWNRYjNlZjQ?usp=sharing
Source:
https://drive.google.com/file/d/0B3QOvR6YLO_yS2ZJcEJ5N09FcFE/view?usp=sharing

It just adds 2 things to a stage with white background (in this order and order
does matter in this 2D engine as it not fully supports depth afaiu):

1. Text in blue containing current rendering info (software/directx/etc)
2. And a green square in the center

So far, even with these two items, flickering is observable on wine-staging
(1.9.23). Particularly the text is blinking, while the square doesn't show at
all. FTR on plain Wine the both items are shown, but the renderer is "Software,
hw_disabled=old_driver (baseline constraints)", and thus it could flicker as
well, whenever passed the directx availability checks.

Anyway, as far as I understand a trace, looks like the square (two triangles)
is reaching wined3d, but have no idea yet why is not visible finally:

701152.597:0009:trace:d3d9:d3d9_device_DrawPrimitive iface 0x125e08,
primitive_type 0x5, start_vertex 0, primitive_count 2.
701152.597:0009:trace:d3d:wined3d_device_set_primitive_type device 0x21516f8,
primitive_type WINED3D_PT_TRIANGLESTRIP
701152.597:0009:trace:d3d:wined3d_device_draw_primitive device 0x21516f8,
start_vertex 0, vertex_count 4.

Probably, thats Z buffer and objects fall behind the scene
701152.619:0009:trace:d3d:state_zenable No Z buffer - disabling depth test

or different rendering order behavior in d3d9 implementation, I am not sure as
not much familiar with directX and, especially, wined3d.

P.s. Wine-staging was compiled without CSMT patches and some others conflicting
with the tree after `git reset --hard wine-1.9.23 && git clean -f`

./patchinstall.sh DESTDIR=/var/wine/staging/git --all -W wined3d-CSMT_Helper -W
wined3d-CSMT_Main -W api-ms-win-Stub_DLLs -W dxva2-Video_Decoder -W
mfplat-MFTRegister -W msidb-Implementation -W ntoskrnl-
DriverTest -W nvcuda-CUDA_Support -W nvapi-Stub_DLL -W
nvcuvid-CUDA_Video_Support -W nvencodeapi-Video_Encoder -W uxtheme-GTK_Theming
-W vulkan-Vulkan_Implementation -W wuauserv-Dummy_Service

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