[Bug 50370] Gothic 1 doesn't start correctly when screen resolution of the game matches display resolution

WineHQ Bugzilla wine-bugs at winehq.org
Mon Dec 28 12:10:51 CST 2020


https://bugs.winehq.org/show_bug.cgi?id=50370

Michael B <toxatec at web.de> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |gabrielopcode at gmail.com,
                   |                            |toxatec at web.de

--- Comment #2 from Michael B <toxatec at web.de> ---
I dug around a bit to see if I can help. Now at least I know it's a little
complicated.

I think this is the call stack where something is missing (not where the window
would appear, that seems to come later):

=> user32:SetWindowPos(.., flags) # here the SWP_SHOWWINDOW flag is not set
d3d:wined3d_swapchain_state_setup_fullscreen()
d3d:wined3d_device_reset()
ddraw:ddraw7_CreateSurface()
GOTHIC.EXE

So first, WINED3D_SWAPCHAIN_NO_WINDOW_CHANGES is not being set in
ddraw:ddraw_attach_d3d_device() since commit
f90d607c67768f19e36d9d74b498594252faa3fd

As a result, in d3d:wined3d_swapchain_state_setup_fullscreen(), SWP_SHOWWINDOW
is not being set in the flags passed to user32:SetWindowPos(), a check
introduced in the preceding commit e041ff1f91f2143c9710b70cbdc128c9a40e7a09

I'm not sure what SetWindowPos() does with that flag, but when I use winedbg to
sneak it in before it is called by wined3d_swapchain_state_setup_fullscreen()
or just revert e041ff1f91f2143c9710b70cbdc128c9a40e7a09, the window will
appear.

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