D3D: Implement vertex blending in drawStridedSlow

Claudio Ciccani klan at users.sf.net
Mon Jan 26 05:12:32 CST 2009


Il giorno dom, 25/01/2009 alle 23.19 +0100, David Adam ha scritto:
> 
> 
> 2009/1/25 Claudio Ciccani <klan at users.sf.net>
>         
>         The patch implements a software fallback for vertex blending
>         in
>         drawStridedSlow, fixing Bug #6955.
>         Although vertex blending is an old and outdated extension,
>         there are
>         still many applications(games) relying on it nowadays. This
>         because the
>         extension is generally supported by Direct3D, either directly
>         in
>         hardware (using vertex programs) or in software.
> 
> 
> 
>  
> 
>         This patch makes NOLF2 demo crashes.
>         
>         
> Register
> dump:                                                                  
>  CS:0073 SS:007b DS:007b ES:007b FS:0033
> GS:003b                                
>  EIP:7e6095c7 ESP:0033f0b4 EBP:0033f1ec EFLAGS:00010246(   - 00
> -RIZP1)    
>  EAX:00ec1b28 EBX:7e6bbc54 ECX:0000014c
> EDX:00000000                            
>  ESI:00000048
> EDI:00000000                                                      
> Stack
> dump:                                                                     
> 0x0033f0b4:  00000000 00000000 00000000
> 3f800000                                
> 0x0033f0c4:  0033f110 7d05e000 7c03d008
> 7c7aa346                                
> 0x0033f0d4:  00000000 00000003 7e6bc7a0
> 7e69ee95                                
> 0x0033f0e4:  7e69e648 00000001 0000000c
> 00000010                                
> 0x0033f0f4:  795a5f68 7d09c0ac 0002d008
> 00ebd44c                                
> 0x0033f104:  00eba698 00ebd7a8 00000000
> 00000007                                
> Backtrace:                                                                      
> =>0 0x7e6095c7 drawStridedSlow+0x697(iface=0xeba698, sd=0xebd44c,
> NumVertexes=72, glPrimType=4, idxData=0x31dca00, idxSize=2,
> minIndex=0, startIdx=0) [/home/david/wine/dlls/wined3d/drawprim.c:307]
> in wined3d (0x0033f1ec)                    
>   1 0x7e60ea1b drawPrimitive+0x101b(iface=0xeba698, PrimitiveType=4,
> NumPrimitives=24, numberOfVertices=24, StartIdx=0, idxSize=<is not
> available>, idxData=(nil), minIndex=0)
> [/home/david/wine/dlls/wined3d/drawprim.c:1024] in wined3d
> (0x0033f55c)                                                                          
>   2 0x7e5e41f9 IWineD3DDeviceImpl_DrawIndexedPrimitive
> +0xe9(iface=0xeba698, PrimitiveType=WINED3DPT_TRIANGLELIST,
> minIndex=0, NumVertices=24, startIndex=0, primCount=24)
> [/home/david/wine/dlls/wined3d/device.c:5314] in wined3d (0x0033f5cc) 
>   3 0x7e6d43b6 IDirect3DDevice8Impl_DrawIndexedPrimitive
> +0x96(iface=<register ESI not in topmost frame>,
> PrimitiveType=D3DPT_TRIANGLELIST, MinVertexIndex=0, NumVertices=24,
> startIndex=0, primCount=24) [/home/david/wine/dlls/d3d8/device.c:1419]
> in d3d8
> (0x0033f5fc)                                                        
> 0x7e6095c7 drawStridedSlow+0x697
> [/home/david/wine/dlls/wined3d/drawprim.c:307] in wined3d: flds
> 0x0(%ecx)                                               
> 307         m =
> &stateBlock->transforms[WINED3DTS_WORLDMATRIX((indices ? indices[0] :
> 0))].u.m[0][0];                                                           
> Modules:                                                     

Really strange! Tested the patch against other games and it worked.
With NOLF2 I'm getting a crash too, but at a different location:

  1 0x7e6217ca drawPrimitive+0x112a(iface=0xec7660, PrimitiveType=4,
NumPrimitives=18, numberOfVertices=20, StartIdx=0, idxSize=2,
idxData=0x3d871e0, minIndex=0)
[/home/klan/src/wine/dlls/wined3d/drawprim.c:540] in wined3d
(0x00000000)
0x7d2b3771: movl        0x0(%ecx),%edx

540	for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)






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