[wined3d] Converting Wined3d to use WGL instead of GLX

Aric Cyr Aric.Cyr at gmail.com
Wed Dec 14 03:16:55 CST 2005

Raphael <fenix <at> club-internet.fr> writes:

> On Wednesday 14 December 2005 04:53, Aric Cyr wrote:
> > 1) should the thunks returned from wglGetProcAddress be causing crashes at
> > all? Note that they don't crash right away, but "eventually" usually during
> > a call to glDrawArrays it seems (after a call to glSecondaryColor3fEXT).
> The real problem here is "why it crash ?"
> It shouldn't as wine gl* calls are only "decorators" calls
> Maybe we have a declaration error...

Yes that was what I was thinking as well.  I haven't looked into it very much
yet, but I'll double check the definitions, although since opengl_ext.c is
autogenerated I can't imagine why there would be a problem (unless
include/wine/wined3d_gl.h has the wrong definitions... I'll have to check that

Also I'm not sure if calling conventions matter, or what is the correct way to
define a function.  I'm referring to the WINAPI vs APIENTRY (vs stdcall?)
function pointer prefixes.  Any pointers (no pun intended) in this area would
be much appreciated.

> Can you provide more informations:
> - WINEDEBUG=+opengl log + winedbg crash log

Will do when I get home tonight, but there wasn't any useful info in there.  I
went through it many times.  Also wine doesn't cleanly crash (if there is such 
a thing), instead it hangs on the backtrace and all I see is the first bt
entry like:

<debug stuff>
1) memcpy ....

I can kill it with a ctrl-c just fine though.

> > 2) what is the reason for wglGetProcAddress to check opengl32.dll before
> >    libGL.so? Would the reverse logic still be a resonable solution?
> No

Ya kinda didn't think so :)


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