Another Multithreaded Direct3D biest??
Christoph Frick
frick at sc-networks.de
Mon Nov 21 04:01:01 CST 2005
On Sat, Nov 19, 2005 at 05:35:41PM +0100, Stefan Dösinger wrote:
> Need for speed 3 causes a crash in the GL library. A look at a +tid,+ddraw,
> +d3d trace shows that it creates a DirectDraw object in TID 0x9(No D3D
> involved), and then switches the graphics operations to another thread, 0xc.
> This thread sucessfully created and releases 2 DirectDraw and Direct3D
> objects. When the third WineD3D object is created, a crash in glXMakeCurrent
> in swapchain.c::IWineD3DDeviceImpl_CreateAdditionalSwapChain occurs.
>
> Is this a multithread problem? There's one thread change involved, but it
> occurs before the first Direct3D object is created.
>
> Does anyone know any not multithreaded Direct3D7(or previous) games, which do
> not rely on ProcessVertices?? Which games are working with the old D3D7
> implementation? I have tried Empire Earth(Mulitthreaded), Half-Life 1
> (ProcessVertices) and Need for Speed 3(Multithreaded??) now. Now I am running
> out of games :(
well for the files. my bug withing Anno 1503 [1] is about the same.
glXMakeCurrent seem to be the very first opengl call at that point and
then crashes the app. i tried commenting out some things and it still
crashed on the first gl.* command. afaik i put a link to the demo in the
bug and if there is something to test, dont hestitate to ask.
[1] http://bugs.winehq.org/show_bug.cgi?id=3179
--
cu
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