Cross-regressions between wine and mesa: how to handle them?

Stefan Dösinger stefandoesinger at gmail.com
Mon Jan 27 07:53:25 CST 2014


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Am 2014-01-26 14:08, schrieb Ruslan Kabatsayev:
> For end user this looks like failing software, and moreover, it's
> not easy to understand which software does have bug. Wine
> perspective: On the one hand, wine seems to use what Mesa exposes.
> On the other, why use shaders for games which don't need them?
There are some corner cases in the d3d fixed function pipeline which
we can't handle properly without shaders. Unfortunately, once we
detect such a corner case it's too late to turn on shaders.

A possible workaround for the user is to set UseGLSL=disabled. It's
not a good long-term fix though.

> Mesa perspective: On the one hand, it wants to advertise more
> support for latest OpenGL standards. On the other, why do it for
> very old HW which doesn't support it?
Does the "slow" mean that Wine hits a software rendering fallback and
Mesa emulates vertex shaders with the CPU? I hated it when OSX
advertised features the card didn't have, and I think it's a very bad
idea for Mesa to do the same thing.

The GL errors should be fixed though. Can you try to find the commits
in Wine and Mesa that started those errors?

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