Giter VIP home page Giter VIP logo

ixit / mesa-3d Goto Github PK

View Code? Open in Web Editor NEW

This project forked from mlankhorst/mesa-3d

66.0 66.0 13.0 436.04 MB

Please use official https://gitlab.freedesktop.org/mesa/mesa/ !

Home Page: https://github.com/iXit/Mesa-3D/wiki

Emacs Lisp 0.01% Python 2.28% Shell 0.17% Makefile 0.02% C 76.60% C++ 18.21% Objective-C 0.01% Assembly 1.44% XSLT 0.01% LLVM 0.04% Lex 0.07% Yacc 0.32% GLSL 0.11% GDB 0.01% Meson 0.65% PowerShell 0.02% Lua 0.03% Jinja 0.01% CMake 0.01%

mesa-3d's People

Contributors

1ace avatar airlied avatar anholt avatar bbrezillon avatar bnieuwenhuizen avatar brianpaul avatar curro avatar cwabbott0 avatar evelikov avatar freedreno-zz avatar gfxstrand avatar hakzsam avatar ianromanick avatar imirkin avatar itoral avatar jrfonseca avatar kaydenl avatar krh avatar kusma avatar llandwerlin-intel avatar marekolsak avatar mattst88 avatar nhaehnle avatar olvaffe avatar pendingchaos avatar tarceri avatar versalinyaa avatar vinsonlee avatar wallbraker avatar zmike avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

mesa-3d's Issues

WOLF RPG Editor (Game.exe): nine_pipe.h:476:d3dcmpfunc_to_pipe_func: Assertion `0' failed

When I try to run Game.exe in GPU rendering mode, the program aborts.
If native Direct3D 9 is disabled, this program runs (but font rendering is broken in version 2.10, see https://bugs.winehq.org/show_bug.cgi?id=35205).

Log: https://onedrive.live.com/redir?resid=3F9BE5B1CD4A806C!2417&authkey=!ALRpbjLwEFejO44&ithint=file%2ctxt
WOLF RPG Editor download page (Japanese): http://www.vector.co.jp/soft/dl/winnt/game/se475870.html

ppa:oibaf/graphics-drivers + ppa:commendsarnex/winedri3 + iXit/Mesa-3D f9c387b

Panzers Phase I and Panzers Phase II games don't render anything

Using master iXit branch + wine dri3 PPAs with game Panzers Phase I and Panzers Phase II.

The games start showing a video which works fine. After the video a loading screen and the main menu should appear, however the screen doesn't render anything. Up to some week ago it shown a black screen + mouse cursor, currently it shows the last frame of the video before pressing ESC key (which should get to the loading screen) and mouse cursor.

Notes:

  • I get the same behaviour when using default r300 driver on my RV530 or running with D3D_ALWAYS_SOFTWARE=1 ;
  • without gallium-nine it renders properly.

Here is the output of running NINE_DEBUG=all wine panzers.exe > ~/nine-panzers-error.txt 2>&1 :
https://drive.google.com/file/d/0B5wrIOE2Fy-mQm52RXdPc19seGs/view?usp=sharing

Applications fails to start in fullscreen mode with gallium-nine

Tomb Raider 2013 fails to start in fullscreen mode when UseNative=1, it starts in a window and nevertheless believes that it's fullscreen, it reports fullscreen=on and resolution=1920x1200 in settings.
I'm using oibaf's build of mesa and my own build of wine 1.7.23 with the same d3dadapter9 patch.

Glitch in heroes 5 menu backround

Here is how it is supposed to look :
heroes5_correct

Here is how it looks with nine (taken with llvmpipe, but same with radeonsi):

bugheroes5

I think long ago it was not correct too with wine opengl.

'__DRIimageExtension' has no member named 'blitImage'

Getting this error while trying to compile:

make[3]: Entering directory '/home/andoru/sources/Mesa-3D/src/glx'
CC dri3_glx.lo
dri3_glx.c: In function 'dri3_copy_sub_buffer':
dri3_glx.c:648:17: error: '__DRIimageExtension' has no member named 'blitImage'
psc->image->blitImage(pcp->driContext,
^
dri3_glx.c:654:43: error: '__BLIT_FLAG_FLUSH' undeclared (first use in this function)
back->height, __BLIT_FLAG_FLUSH);
^
dri3_glx.c:654:43: note: each undeclared identifier is reported only once for each function it
appears in
dri3_glx.c:658:20: error: '__DRIimageExtension' has no member named 'blitImage'
psc->image->blitImage(pcp->driContext,
^
dri3_glx.c: In function 'dri3_wait_x':
dri3_glx.c:728:17: error: '__DRIimageExtension' has no member named 'blitImage'
psc->image->blitImage(pcp->driContext,
^
dri3_glx.c: In function 'dri3_wait_gl':
dri3_glx.c:756:17: error: '__DRIimageExtension' has no member named 'blitImage'
psc->image->blitImage(pcp->driContext,
^
dri3_glx.c:762:44: error: '__BLIT_FLAG_FLUSH' undeclared (first use in this function)
front->height, __BLIT_FLAG_FLUSH);
^
dri3_glx.c: In function 'dri3_get_buffer':
dri3_glx.c:1317:26: error: '__DRIimageExtension' has no member named 'blitImage'
psc->image->blitImage(pcp->driContext,
^
dri3_glx.c:1339:23: error: '__DRIimageExtension' has no member named 'blitImage'
psc->image->blitImage(pcp->driContext,
^
dri3_glx.c: In function 'dri3_swap_buffers':
dri3_glx.c:1526:17: error: '__DRIimageExtension' has no member named 'blitImage'
psc->image->blitImage(pcp->driContext,
^
dri3_glx.c:1532:43: error: '__BLIT_FLAG_FLUSH' undeclared (first use in this function)
back->height, __BLIT_FLAG_FLUSH);
^
dri3_glx.c:1535:20: error: '__DRIimageExtension' has no member named 'blitImage'
psc->image->blitImage(pcp->driContext,
^
Makefile:790: recipe for target 'dri3_glx.lo' failed
make[3]: *** [dri3_glx.lo] Error 1
make[3]: Leaving directory '/home/andoru/sources/Mesa-3D/src/glx'
Makefile:809: recipe for target 'all-recursive' failed
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory '/home/andoru/sources/Mesa-3D/src/glx'
Makefile:521: recipe for target 'all-recursive' failed
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory '/home/andoru/sources/Mesa-3D/src'
Makefile:589: recipe for target 'all-recursive' failed
make: *** [all-recursive] Error 1

config.log
OS: CrunchBang 11 with unstable Debian repos.

Panzers Phase I game crashes in NineSwapChain9_Resize on r300 (RV530)

Using main oibaf + DDX dri3 + wine dri3 PPAs with game Panzers Phase I. The game runs fine with gallium-nine disabled. After enabling gallium-nine the game freezes, switching to console and then again to X I see this:

Edit: long log removed for clarity, see below the updated log.

Note: I tried other games (including Panzer Phase II) and they don't crash (they don't render properly however).

oculus rift unity demo crashes with intel + radeonsi PRIME

intel + radeonsi with PRIME.

  • Builds from at least yesterday and today crash.
  • 2 days (or more?) ago it did not crash and work perfectly
  • when disabling d3d9adapter in winecfg, it does not crash

winedbg output: http://pastebin.com/raw.php?i=MGjr4FBM
(First line is my start command)

some gdb backtraces, various sigabrt and sigsegv happening. Not sure if it's helpful. If I should do more, just say it. http://pastebin.com/raw.php?i=tVP0pNrg

To test it, you can download it from oculus if you have a "developer account" or I have googled it and found that some random website hosts it too: http://treyte.ch/oculus/tools/0.4.2/software/windows/ovr_unity_0.4.2_demo_win.zip (md5 right now is and should be 9e4f0643e6eda1c63233dbbe5f06d115)

League of Legends SOMETIMES crashes when enterting game, with radeon errors

Hi again. The league of legends launcher works fine. When you try to load into a game, it sometimes crashes.
When it doesn't crash, sometimes I get weird graphical corruption where there are shadows randomly around the map. Other times the game runs perfectly. Very strange.

Here are the radeon errors printed in the wine terminal only when it crashes: http://pastebin.com/raw.php?i=e1qm7uej

Maybe related to : #7 ?

OS: Mint 17 x86_64
Kernel: 3.16.1-031601-generic
Wine: From my ppa, 1.7.25
Mesa: From oibaf's ppa, patched with mesa-nine.patch since oibaf removed gallium nine
LLVM: 3.5
GPU & Driver: Radeon HD 7950, radeonsi
League of Legends version: Latest

d3d9/tests: d3d9ex: swapchain dtor freeze

I getting similiar failure with some other wine test too..

# WINEDEBUG=+d3dadapter NINE_DEBUG=all wine d3d9_test.exe.so d3d9ex

...
Native Direct3D 9 is active.
For more informations visit https://wiki.ixit.cz/d3d9
(L"\\\\.\\DISPLAY1",0,0x33f6a8,0x00000000), stub!
trace:d3dadapter:dri3_create_present_group Returning 0x12dc80
nine:adapter9:CreateDeviceEx: This=0x7bbf0840 RealAdapter=0 DeviceType=HAL hFocusWindow=0xc0044 BehaviourFlags=40 pD3D9Ex=0x12cc18 pPresentationGroup=0x12dc80 ppReturnedDeviceInterface=0x33fb14
nine:adapter9:GetDeviceCaps: This=0x7bbf0840 DeviceType=HAL pCaps=0x33f8ac
trace:d3dadapter:DRI3PresentGroup_AddRef 0x12dc80 increasing refcount to 2.
fixme:d3dadapter:DRI3PresentGroup_GetMultiheadCount (0x12dc80), stub!
fixme:d3dadapter:DRI3PresentGroup_GetMultiheadCount (0x12dc80), stub!
trace:d3dadapter:DRI3Present_AddRef 0x12c880 increasing refcount to 2.
nine:swapchain9:ctor: This=0x6ce0af20 pDevice=0x7bbf0ab0 pPresent=0x12c880 pCTX=0x7bbe0658 hFocusWindow=0xc0044
trace:d3dadapter:DRI3Present_AddRef 0x12c880 increasing refcount to 3.
nine:swapchain9:Resize: This=0x6ce0af20 pParams=0x33f678
nine:swapchain9:Resize: pParams(0x33f678):
BackBufferWidth: 640
BackBufferHeight: 480
BackBufferFormat: D3DFMT_A8R8G8B8
BackBufferCount: 0
MultiSampleType: 0
MultiSampleQuality: 0
SwapEffect: 1
hDeviceWindow: 0xc0044
Windowed: 0
EnableAutoDepthStencil: 1
AutoDepthStencilFormat: D3DFMT_D24S8
Flags: 
FullScreen_RefreshRateInHz: 0
PresentationInterval: 0
nine:surface9:ctor: This=0x6ce0b710 pDevice=0x7bbf0ab0 pResource=0x6ce0c610 Level=0 Layer=0 pDesc=0x33f620
nine:surface9:Dump: 
NineSurface9(0x6ce0b710->0x6ce0c610/(nil)): Pool=DEFAULT Type=SURFACE Usage=RT
Dims=640x480 Format=D3DFMT_A8R8G8B8 Stride=2560 Lockable=0
Level=0(0), Layer=0
nine:surface9:ctor: This=0x6ce0e270 pDevice=0x7bbf0ab0 pResource=0x6ce0d440 Level=0 Layer=0 pDesc=0x33f620
nine:surface9:Dump: 
NineSurface9(0x6ce0e270->0x6ce0d440/(nil)): Pool=DEFAULT Type=SURFACE Usage=RT
Dims=640x480 Format=D3DFMT_A8R8G8B8 Stride=2560 Lockable=0
Level=0(0), Layer=0
nine:surface9:ctor: This=0x6ce0f3c0 pDevice=0x7bbf0ab0 pResource=0x6ce0e3c8 Level=0 Layer=0 pDesc=0x33f620
nine:surface9:Dump: 
NineSurface9(0x6ce0f3c0->0x6ce0e3c8/(nil)): Pool=DEFAULT Type=SURFACE Usage=DS
Dims=640x480 Format=D3DFMT_D24S8 Stride=2560 Lockable=0
Level=0(0), Layer=0
trace:d3dadapter:DRI3Present_Release 0x12c880 decreasing refcount to 2.
nine:swapchain9:GetBackBuffer: GetBackBuffer: This=0x6ce0af20 iBackBuffer=0 Type=0 ppBackBuffer=0x7bbf0ca4
nine:device9:SetDepthStencilSurface: This=0x7bbf0ab0 pNewZStencil=0x6ce0f3c0
nine:nine_update_state: changed state groups: 7017f | 1f8fe80
nine:nine_ff_update: vs=(nil) ps=(nil)
nine:update_framebuffer: 
nine:update_vertex_buffers: mask=ffff
nine:nine_update_state: finished
trace:d3dadapter:DRI3PresentGroup_Release 0x12dc80 decreasing refcount to 1.
nine:adapter9:CreateDeviceEx: NineDevice9Ex created successfully.
nine:present: present: This=0x6ce0af20 pSourceRect=(nil) pDestRect=(nil) pDirtyRegion=(nil) hDestWindowOverride=(nil)dwFlags=0 resource=0x6ce0c610
trace:d3dadapter:get_d3d_drawable No d3d_drawable attached to hwnd 0xc0044, creating one.
nine:nine_update_state: changed state groups: 1 | 280
nine:update_framebuffer: 
nine:nine_update_state: finished
nine:device9ex.c:85: NineDevice9Ex_PresentEx STUB!
d3d9ex.c:1244: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1246: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1248: Test failed: Got unexpected hr 0x8876086c.
nine:present: present: This=0x6ce0af20 pSourceRect=(nil) pDestRect=(nil) pDirtyRegion=(nil) hDestWindowOverride=(nil)dwFlags=0 resource=0x6ce0d440
nine:nine_update_state: changed state groups: 1 | 280
nine:update_framebuffer: 
nine:nine_update_state: finished
d3d9ex.c:1255: Test failed: Got unexpected hr 0.
nine:device9ex.c:85: NineDevice9Ex_PresentEx STUB!
d3d9ex.c:1257: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1259: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1261: Test failed: Got unexpected hr 0x8876086c.
nine:present: present: This=0x6ce0af20 pSourceRect=(nil) pDestRect=(nil) pDirtyRegion=(nil) hDestWindowOverride=(nil)dwFlags=0 resource=0x6ce0c610
nine:nine_update_state: changed state groups: 1 | 280
nine:update_framebuffer: 
nine:nine_update_state: finished
nine:device9ex.c:85: NineDevice9Ex_PresentEx STUB!
d3d9ex.c:1270: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1272: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1274: Test failed: Got unexpected hr 0x8876086c.
nine:device9:Reset: This=0x7bbf0ab0 pPresentationParameters=0x33fb34
nine:swapchain9:Resize: This=0x6ce0af20 pParams=0x33fb34
nine:swapchain9:Resize: pParams(0x33fb34):
BackBufferWidth: 1024
BackBufferHeight: 768
BackBufferFormat: D3DFMT_A8R8G8B8
BackBufferCount: 0
MultiSampleType: 0
MultiSampleQuality: 0
SwapEffect: 1
hDeviceWindow: 0xc0044
Windowed: 0
EnableAutoDepthStencil: 1
AutoDepthStencilFormat: D3DFMT_D24S8
Flags: 
FullScreen_RefreshRateInHz: 0
PresentationInterval: 0
nine:device9:SetDepthStencilSurface: This=0x7bbf0ab0 pNewZStencil=0x6ce0f3c0
nine:device9:SetRenderTarget: This=0x7bbf0ab0 RenderTargetIndex=0 pRenderTarget=0x6ce0b710
nine:present: present: This=0x6ce0af20 pSourceRect=(nil) pDestRect=(nil) pDirtyRegion=(nil) hDestWindowOverride=(nil)dwFlags=0 resource=0x6ce16310
nine:nine_update_state: changed state groups: 7017f | 1f8fe80
nine:update_framebuffer: 
nine:nine_update_state: finished
nine:device9ex.c:85: NineDevice9Ex_PresentEx STUB!
d3d9ex.c:1283: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1285: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1287: Test failed: Got unexpected hr 0x8876086c.
nine:device9:Reset: This=0x7bbf0ab0 pPresentationParameters=0x33fb34
nine:swapchain9:Resize: This=0x6ce0af20 pParams=0x33fb34
nine:swapchain9:Resize: pParams(0x33fb34):
BackBufferWidth: 1024
BackBufferHeight: 768
BackBufferFormat: D3DFMT_A8R8G8B8
BackBufferCount: 0
MultiSampleType: 0
MultiSampleQuality: 0
SwapEffect: 1
hDeviceWindow: 0xc0044
Windowed: 1
EnableAutoDepthStencil: 1
AutoDepthStencilFormat: D3DFMT_D24S8
Flags: 
FullScreen_RefreshRateInHz: 0
PresentationInterval: 0
nine:device9:SetDepthStencilSurface: This=0x7bbf0ab0 pNewZStencil=0x6ce0f3c0
nine:device9:SetRenderTarget: This=0x7bbf0ab0 RenderTargetIndex=0 pRenderTarget=0x6ce0b710
nine:present: present: This=0x6ce0af20 pSourceRect=(nil) pDestRect=(nil) pDirtyRegion=(nil) hDestWindowOverride=(nil)dwFlags=0 resource=0x6ce0e3c8
nine:nine_update_state: changed state groups: 7017f | 1f8fe80
nine:update_framebuffer: 
nine:nine_update_state: finished
d3d9ex.c:1294: Test failed: Got unexpected hr 0.
nine:device9ex.c:85: NineDevice9Ex_PresentEx STUB!
d3d9ex.c:1296: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1298: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1300: Test failed: Got unexpected hr 0x8876086c.
nine:device9:Reset: This=0x7bbf0ab0 pPresentationParameters=0x33fb34
nine:swapchain9:Resize: This=0x6ce0af20 pParams=0x33fb34
nine:swapchain9:Resize: pParams(0x33fb34):
BackBufferWidth: 1024
BackBufferHeight: 768
BackBufferFormat: D3DFMT_A8R8G8B8
BackBufferCount: 0
MultiSampleType: 0
MultiSampleQuality: 0
SwapEffect: 1
hDeviceWindow: 0xc0044
Windowed: 1
EnableAutoDepthStencil: 1
AutoDepthStencilFormat: D3DFMT_D24S8
Flags: 
FullScreen_RefreshRateInHz: 0
PresentationInterval: 0
nine:device9:SetDepthStencilSurface: This=0x7bbf0ab0 pNewZStencil=0x6ce0f3c0
nine:device9:SetRenderTarget: This=0x7bbf0ab0 RenderTargetIndex=0 pRenderTarget=0x6ce0b710
nine:present: present: This=0x6ce0af20 pSourceRect=(nil) pDestRect=(nil) pDirtyRegion=(nil) hDestWindowOverride=(nil)dwFlags=0 resource=0x6ce17140
nine:nine_update_state: changed state groups: 7017f | 1f8fe80
nine:update_framebuffer: 
nine:nine_update_state: finished
nine:device9ex.c:85: NineDevice9Ex_PresentEx STUB!
d3d9ex.c:1309: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1311: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1313: Test failed: Got unexpected hr 0x8876086c.
nine:present: present: This=0x6ce0af20 pSourceRect=(nil) pDestRect=(nil) pDirtyRegion=(nil) hDestWindowOverride=(nil)dwFlags=0 resource=0x6ce0c610
nine:nine_update_state: changed state groups: 7017f | 1f8fe80
nine:update_framebuffer: 
nine:nine_update_state: finished
nine:device9ex.c:85: NineDevice9Ex_PresentEx STUB!
d3d9ex.c:1322: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1324: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1326: Test failed: Got unexpected hr 0x8876086c.
nine:present: present: This=0x6ce0af20 pSourceRect=(nil) pDestRect=(nil) pDirtyRegion=(nil) hDestWindowOverride=(nil)dwFlags=0 resource=0x6ce17140
nine:nine_update_state: changed state groups: 7017f | 1f8fe80
nine:update_framebuffer: 
nine:nine_update_state: finished
nine:device9ex.c:85: NineDevice9Ex_PresentEx STUB!
d3d9ex.c:1335: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1337: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1339: Test failed: Got unexpected hr 0x8876086c.
nine:device9:Reset: This=0x7bbf0ab0 pPresentationParameters=0x33fb34
nine:swapchain9:Resize: This=0x6ce0af20 pParams=0x33fb34
nine:swapchain9:Resize: pParams(0x33fb34):
BackBufferWidth: 1024
BackBufferHeight: 768
BackBufferFormat: D3DFMT_A8R8G8B8
BackBufferCount: 0
MultiSampleType: 0
MultiSampleQuality: 0
SwapEffect: 1
hDeviceWindow: 0xc0044
Windowed: 0
EnableAutoDepthStencil: 1
AutoDepthStencilFormat: D3DFMT_D24S8
Flags: 
FullScreen_RefreshRateInHz: 0
PresentationInterval: 0
nine:device9:SetDepthStencilSurface: This=0x7bbf0ab0 pNewZStencil=0x6ce0f3c0
nine:device9:SetRenderTarget: This=0x7bbf0ab0 RenderTargetIndex=0 pRenderTarget=0x6ce0b710
nine:present: present: This=0x6ce0af20 pSourceRect=(nil) pDestRect=(nil) pDirtyRegion=(nil) hDestWindowOverride=(nil)dwFlags=0 resource=0x6ce19128
nine:nine_update_state: changed state groups: 7017f | 1f8fe80
nine:update_framebuffer: 
nine:nine_update_state: finished
nine:device9ex.c:85: NineDevice9Ex_PresentEx STUB!
d3d9ex.c:1348: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1350: Test failed: Got unexpected hr 0x8876086c.
nine:device9ex.c:135: NineDevice9Ex_CheckDeviceState STUB!
d3d9ex.c:1352: Test failed: Got unexpected hr 0x8876086c.
nine:device9:dtor: This=0x7bbf0ab0
nine:vertexshader9:dtor: This=0x6ce14ad0 cso=0x6ce14e68
nine:pixelshader9:dtor: This=0x6ce14dc8 cso=0x6ce151a0
nine:swapchain9:dtor: This=0x6ce0af20
trace:d3dadapter:DRI3Present_Release 0x12c880 decreasing refcount to 1.
trace:d3dadapter:DRI3PresentGroup_Release 0x12dc80 decreasing refcount to 0.
trace:d3dadapter:DRI3Present_Release 0x12c880 decreasing refcount to 0.

Losing video signal during loading (League of legends and Starcraft 2)

Hi. Using wine i lost video signal and message appears in my monitor OSD (HDMI signal lost). it happens during loading screen ( nearly 100% ) steps to repdroduce:

0 Run Lol/Sc2 choose new game and it start loading (everything normal here)
1 Between 95-100% Screen completly freeze ( even mouse but sound still works )
2 Message (from OSD monitor) HDMI lost video signal
3 After 5 seconds the image comes back but still freeze like (1)
4 loop between 1,2,3 untill i switch to tty console (alt+f1) and kill game, then everything comes back to normally again.

Wine versions that i use

Logs
Winedebug with d3d9 and d3d9adapter - http://pastebin.com/h8kkee05
dmesg - http://pastebin.com/mSCd6UWB

My tests :)

I noticed that if i switch to a normal wine version (which works perfect, only low fps)
and set graphic settings to low if i switch back to patched wine again it works!!!
No video signal lost anymore ... and of course game runs better (from 20-40 fps to 60 stable fps) ...
but if try to set graphic settings to high or medium, computer crash.

With 3DMark06 Benchmark no lost signal here but only show artifacts.

What i think
reading dmesg log i see that every time video signal is lost appears a line what says

[ 1478.334271] radeon 0000:01:00.0: GPU softreset: 0x0000004D (line 5)
[ 1488.565294] radeon 0000:01:00.0: GPU softreset: 0x00000009 (line 46)

it only stops when game process is killed.

i think probably is something wrong with gallium drivers, which is weird cause they work
better than fglrx (more stability in desktop and almost double performance on native games). the
only problem is wine ...

OS:Linux mint 17 qiana
GPU: HD6670
Drivers: Mesa Gallium from from oibaf's ppa
Kernel: 3.13.0-24-generic

Thanks and srry for my english :)

Tales of Monkey Island on RV530 gives "r300compiler error: Failed to translate rgb instruction"

This may be a r300 specific issue, filing here anyway.

When running Tales of Monkey Island game with quality >= 7/9 using iXit master branch I get the following error:

r300compiler error: Failed to translate rgb instruction.
r300 FP: Compiler Error:
Failed to translate rgb instruction.
Using a dummy shader instead.
r300: Initial fragment program

If useful here is the output when running with "RADEON_DEBUG=fp wine MonkeyIsland101.exe > ~/nine-tales-monkey-island.txt 2>&1":
https://bugs.freedesktop.org/attachment.cgi?id=112679

League of legends in game store

i got league of legends running perfectly fine with this version of nine, but in game store crashes the game when u open with nine enabled
wine patch for lol store work is on the wined3d, i think this can be implemented in nine
the WINE PATCH:

diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
index b76783f..aa45d5c 100644
--- a/dlls/wined3d/resource.c
+++ b/dlls/wined3d/resource.c
@@ -352,8 +352,12 @@ BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource)
     void **p;
     SIZE_T align = RESOURCE_ALIGNMENT - 1 + sizeof(*p);
     void *mem;
+    UINT size = resource->size;

-    if (!(mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, resource->size + align)))
+    if (resource->width <= 128 && resource->height <= 128)
+        size *= 2;
+
+    if (!(mem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size + align)))
         return FALSE;

     p = (void **)(((ULONG_PTR)mem + align) & ~(RESOURCE_ALIGNMENT - 1)) - 1;

i dunno much about nine and dx apis
but i think is memory related.

Nine does not work without DRI3

Hi,

It seems the latest versions of nine don't work without DRI3:

warn:d3dadapter:dri3_create_adapter9 DRI3Open failed (fd=1724280)
fixme:win:EnumDisplayDevicesW ((null),1,0x172f734,0x00000000), stub!
err:d3d9:d3dadapter9_new No available native adapters in system.

I'm using a radeon card under debian. Previous versions worked OK.

[PATCH 09/14] gallium/auxiliary: add inc and dec alternative with return

from mailing list

I'm afraid only providing the functions for some of the ifdefs doesn't
look acceptable to me, you should implement them for all (shouldn't be
too difficult).
Also, the function definition should probably say it does return the
actual new value (note that in case of the msvc intrinsics this is
actually only really true for win98/nt4 and newer but I guess that's
good enough, or maybe you only depend on negative/zero/positive value in
which case it should also work).
Though do you really have cases where you can go below zero? Otherwise
p_atomic_dec_zero() should be suffcient.

Roland

Polygons are mostly at wrong positions in World of Tanks

Example:

Some textures are at the right positions like the clan or the ground (i think it's a heightmap) logo...

wot gallium nine
wot gallium nine2
wot gallium nine3
wot gallium nine4

With disabled nine mostly works (Only some black or wrong textures)

I've a full (NINE_DEBUG=all) log but it's about 110MB in size...

Tested on Gallium Driver: radeonsi (Radeon R9 270) and r600 (Radeon 5850)

Unigine Sanctuary fails to change resolution

Kernel: 3.16.1
Mesa: 2014-09-04
GPU: HD 6550D (r600g)
Wine: 1.7.21-r1 (::ixit gentoo)

$ NINE_DEBUG=all wineconsole Sanctuary_d3d9.bat

nine:device9:SetViewport: X=0 Y=0 W=800 H=600 MinZ=0.000000 MaxZ=1.000000
nine:device9:BeginScene: This=0x74e4e9c0
nine:device9:Clear: This=0x74e4e9c0 Count=0 pRects=(nil) Flags=7 Color=00000000 Z=1.000000 Stencil=0
nine:nine_update_state: changed state groups: 12 | 900200
nine:nine_update_state: finished
nine:device9:Clear: fast path
nine:device9:SetVertexShader: This=0x74e4e9c0 pShader=0x7bd19de8
nine:device9:SetPixelShader: This=0x74e4e9c0 pShader=0x7be20e18
nine:device9:SetVertexDeclaration: This=0x74e4e9c0 pDecl=0x7bef0378
nine:device9:SetVertexShaderConstantF: This=0x74e4e9c0 StartRegister=0 pConstantData=0x23185a8 Vector4fCount=4
nine:device9:SetRenderState: This=0x74e4e9c0 State=7(D3DRS_ZENABLE) Value=00000000
nine:device9:SetRenderState: This=0x74e4e9c0 State=14(D3DRS_ZWRITEENABLE) Value=00000000
nine:device9:SetRenderState: This=0x74e4e9c0 State=27(D3DRS_ALPHABLENDENABLE) Value=00000001
nine:device9:SetRenderState: This=0x74e4e9c0 State=19(D3DRS_SRCBLEND) Value=00000005
nine:device9:SetRenderState: This=0x74e4e9c0 State=20(D3DRS_DESTBLEND) Value=00000006
nine:device9:SetVertexShader: This=0x74e4e9c0 pShader=0x7bd19de8
nine:device9:SetPixelShader: This=0x74e4e9c0 pShader=0x7bdd5550
nine:device9:SetVertexDeclaration: This=0x74e4e9c0 pDecl=0x7bef0378
nine:device9:SetTexture: This=0x74e4e9c0 Stage=0 pTexture=0x7be92078
nine:vertexbuffer9:Lock: This=0x7beefec0(pipe=0x7be97050) OffsetToLock=0x3180, SizeToLock=0x80, Flags=0x3800
nine:vertexbuffer9:Unlock: This=0x7beefec0
nine:device9:DrawIndexedPrimitive: iface 0x74e4e9c0, PrimitiveType 4, BaseVertexIndex 396, MinVertexIndex 0 NumVertices 4, StartIndex 594, PrimitiveCount 2
nine:nine_update_state: changed state groups: 152 | 900280
nine:update_vertex_elements: looking up input 0 (usage 0) from vdecl(0x7bef0378)
nine:update_vertex_elements: looking up input 1 (usage 16) from vdecl(0x7bef0378)
nine:update_vertex_elements: looking up input 2 (usage 38) from vdecl(0x7bef0378)
nine:nine_update_state: finished
nine:device9:SetRenderState: This=0x74e4e9c0 State=27(D3DRS_ALPHABLENDENABLE) Value=00000000
nine:device9:EndScene: This=0x74e4e9c0
nine:drm_resource_from_present: Invalid resource obtained from ID3DPresent backend.

At this point drm_resource_from_present returns D3DERR_DRIVERINTERNALERROR. [ src/gallium/targets/d3dadapter9/drm.c : 133 ]

[PATCH] Prefer intrinsics to handrolled atomic ops for Linux (v2)

from mailing list

The question of course would be why you'd need to use intrinsics
directly - if that's just in the state tracker surely it should be
possible to fix, though I'd guess they come from elsewhere... In any
case, obviously this workaround would leave some platforms broken.

The other question is if this couldn't be fixed for real, so compiler
intrinsics work. Some quick search seems to indicate this may happen if
no -march is specified so building for windows selects i386. If
specifying something newer indeed fixes that we should just do that I
seriously doubt you really need to support 80386 :-).

Roland

Rendering problems and gpu lockups with undocumented Depth-Stencil and Render target multisample type combination

Using different multisample type on DepthStencil Surface and Render target is forbidden as MSDN docs say ( http://msdn.microsoft.com/en-us/library/windows/desktop/bb174431%28v=vs.85%29.aspx )
But there are games (Splinter cell conviction for start ) that do that, and under windows it renders correctly, some tests on nouveau show the "wrong" behavior
Using this simple test program https://drive.google.com/file/d/0B5uKF4o3fPSWc2VySTR0NW9tVms/view?usp=sharing , dstest.exe , under nouveau you can either trigger a complete System&GPU lockup using DF16 and 4x multisample on depthstencil vs 1x on device/render target or,using DF24S8 instead, wrong render happens also with some errors on dmesg about render target overrun.
The nouveau driver seems to choose to use multisample or not by giving precedence to depth stencil, but in that case , as far i understood, it will try to write outside the other render targets that are NOT multisampled.
Same problem even if (apparently) it does not cause lockup, shows up using an HD5770 card and nine

https://drive.google.com/file/d/0B5uKF4o3fPSWc3d6OEVmeFhRWUU/view?usp=sharing This is the output of wined3d (left) vs nine ( right) , using DF24S8 and non-multisample device , with multisample depth stencil

WOLF RPG Editor (Game.exe): Black screen in GPU rendering mode

In GPU rendering mode, nothing displayed. keyboard and sound work.
If native Direct3D 9 is disabled, this program almost works fine (font rendering is broken in version 2.10, see https://bugs.winehq.org/show_bug.cgi?id=35205).

WOLF RPG Editor download page (Japanese): http://www.vector.co.jp/soft/dl/winnt/game/se475870.html

WOLF RPG Editor uses a DirectX wrapper library called "DX Library" (open source). The latest version (2.10) uses DX Library 3.10f (development version, not available). version 3.10e and 3.11 are available at http://dxlib.o.oo7.jp/dxolddload.html (exe files are 7-Zip archives, 7z can extract them).

Dead island crashed with gallium-nine

Mesa, wine git from 2013.09.13
radeon hd 7790
wine: Unhandled page fault on read access to 0x000000fc at address 0xf6d00076 (thread 0077), starting debugger...

Unhandled exception: page fault on read access to 0x000000fc in 32-bit code (0xf6d00076).
Register dump:
CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
EIP:f6d00076 ESP:0033ed68 EBP:ea134f20 EFLAGS:00010246( R- -- I Z- -P- )
EAX:00000000 EBX:f6dca000 ECX:0033ee64 EDX:00000000
ESI:00000000 EDI:00000000
Stack dump:
0x0033ed68: 00000000 00000000 00000000 00000003
0x0033ed78: 0033edd0 ea134f8c 0033ed90 00000000
0x0033ed88: 7bc7f4ab 00000003 00000000 00000000
0x0033ed98: 0033edc0 00000000 00000000 0d898fc8
0x0033eda8: 0033edd8 7bc3dd39 00000001 00000081
0x0033edb8: 0d897010 0d040000 0033ede0 7bcc8000
000c: sel=0067 base=00000000 limit=00000000 32-bit --x
Backtrace:
=>0 0xf6d00076 in libd3dadapter9.so.0 (+0x1c2076) (0xea134f20)
1 0xf6c93f2a in libd3dadapter9.so.0 (+0x155f29) (0x0033ee30)
0xf6d00076: call *0xfc(%eax)
Modules:
Module Address Debug info Name (161 modules)
PE 340000- 356000 Deferred steam_api
PE 360000- 3ab000 Deferred imagelib_x86_rwdi
PE 3b0000- 3df000 Deferred filesystem_x86_rwdi
PE 3e0000- 3e8000 Deferred memdump_x86_rwdi
PE 3f0000- 3fa000 Deferred vorbisfile_vs2008_x86_rwdi
PE 400000- 43e000 Deferred deadislandgame
PE 440000- 63f000 Deferred d3dx9_43
PE 640000- 649000 Deferred ogg_vs2008_x86_rwdi
PE 650000- 7de000 Deferred vorbis_vs2008_x86_rwdi
PE 7e0000- 7f4000 Deferred xapofx1_5
PE 800000- 807000 Deferred x3daudio1_7
PE 810000- 826000 Deferred jsoncpp_vs2008_x86_rwdi
PE 830000- 846000 Deferred xinput1_3
PE 870000- 97f000 Deferred gameoverlayrenderer
PE 21d0000- 2209000 Deferred wmasf
PE 2250000- 2f73000 Deferred game_x86_rwdi
PE 8400000- 848e000 Deferred xaudio2_7
PE 9d00000- 9dbc000 Deferred wmadmod
PE 9f20000- a17a000 Deferred wmvcore
PE ac50000- adce000 Deferred wmvdecod
PE bef0000- bf27000 Deferred mfplat
PE 10000000-11f20000 Export engine_x86_rwdi
PE 61d80000-61ea9000 Deferred libeay32
PE 6b080000-6b0c3000 Deferred libssl32
PE 6b240000-6b298000 Deferred curllib
ELF 7b800000-7ba61000 Deferred kernel32
-PE 7b810000-7ba61000 \ kernel32
ELF 7bc00000-7bce5000 Deferred ntdll
-PE 7bc10000-7bce5000 \ ntdll
ELF 7bf00000-7bf04000 Deferred
ELF 7d5a6000-7d5dc000 Deferred uxtheme
-PE 7d5b0000-7d5dc000 \ uxtheme
ELF 7d5dc000-7d717000 Deferred libx11.so.6
ELF 7d7f2000-7d7fe000 Deferred libxcursor.so.1
ELF 7d7fe000-7d80f000 Deferred libxi.so.6
ELF 7d80f000-7d81a000 Deferred libxrandr.so.2
ELF 7d81a000-7d825000 Deferred libxrender.so.1
ELF 7d825000-7d848000 Deferred libxcb.so.1
ELF 7d861000-7d875000 Deferred psapi
-PE 7d870000-7d875000 \ psapi
ELF 7d875000-7d90f000 Deferred winex11
-PE 7d880000-7d90f000 \ winex11
ELF 7da3d000-7da66000 Deferred libexpat.so.1
ELF 7da66000-7daa2000 Deferred libfontconfig.so.1
ELF 7daa2000-7dade000 Deferred libpng16.so.16
ELF 7dade000-7db6c000 Deferred libfreetype.so.6
ELF 7db6d000-7db73000 Deferred libxfixes.so.3
ELF 7db73000-7db86000 Deferred libxext.so.6
ELF 7db99000-7dbbf000 Deferred imm32
-PE 7dba0000-7dbbf000 \ imm32
ELF 7dbbf000-7dc30000 Deferred setupapi
-PE 7dbd0000-7dc30000 \ setupapi
ELF 7dc30000-7dc77000 Deferred avifil32
-PE 7dc40000-7dc77000 \ avifil32
ELF 7dc77000-7dd81000 Deferred comctl32
-PE 7dc80000-7dd81000 \ comctl32
ELF 7dd81000-7ddad000 Deferred msvfw32
-PE 7dd90000-7ddad000 \ msvfw32
ELF 7ddad000-7def7000 Deferred msvcp90
-PE 7ddf0000-7def7000 \ msvcp90
ELF 7def7000-7e042000 Deferred oleaut32
-PE 7df10000-7e042000 \ oleaut32
ELF 7e042000-7e069000 Deferred iphlpapi
-PE 7e050000-7e069000 \ iphlpapi
ELF 7e069000-7e0a1000 Deferred ws2_32
-PE 7e070000-7e0a1000 \ ws2_32
ELF 7e0a1000-7e0b8000 Deferred libz.so.1
ELF 7e0b8000-7e271000 Deferred libcrypto.so.1.0.0
ELF 7e271000-7e2d1000 Deferred libssl.so.1.0.0
ELF 7e2d1000-7e2ee000 Deferred libsasl2.so.2
ELF 7e2ee000-7e306000 Deferred libresolv.so.2
ELF 7e306000-7e35b000 Deferred libldap_r-2.4.so.2
ELF 7e35e000-7e362000 Deferred libxcomposite.so.1
ELF 7e362000-7e368000 Deferred libxxf86vm.so.1
ELF 7e368000-7e36c000 Deferred libxinerama.so.1
ELF 7e36c000-7e388000 Deferred wsock32
-PE 7e370000-7e388000 \ wsock32
ELF 7e388000-7e3ed000 Deferred wldap32
-PE 7e390000-7e3ed000 \ wldap32
ELF 7e3ed000-7e625000 Deferred shell32
-PE 7e400000-7e625000 \ shell32
ELF 7e625000-7e6d5000 Deferred msvcrt
-PE 7e640000-7e6d5000 \ msvcrt
ELF 7e6d5000-7e71e000 Deferred dsound
-PE 7e6e0000-7e71e000 \ dsound
ELF 7e71e000-7e799000 Deferred shlwapi
-PE 7e730000-7e799000 \ shlwapi
ELF 7e799000-7e7c4000 Deferred msacm32
-PE 7e7a0000-7e7c4000 \ msacm32
ELF 7e7c4000-7e849000 Deferred rpcrt4
-PE 7e7d0000-7e849000 \ rpcrt4
ELF 7e849000-7e98c000 Deferred ole32
-PE 7e860000-7e98c000 \ ole32
ELF 7e98c000-7ea00000 Deferred advapi32
-PE 7e9a0000-7ea00000 \ advapi32
ELF 7ea00000-7eb1a000 Deferred gdi32
-PE 7ea10000-7eb1a000 \ gdi32
ELF 7eb1a000-7ec76000 Deferred user32
-PE 7eb30000-7ec76000 \ user32
ELF 7ec76000-7ed2f000 Deferred winmm
-PE 7ec80000-7ed2f000 \ winmm
ELF 7ed2f000-7ede9000 Deferred msvcr90
-PE 7ed50000-7ede9000 \ msvcr90
ELF 7ef8d000-7efd3000 Deferred libm.so.6
ELF 7efd6000-7efe6000 Deferred liblber-2.4.so.2
ELF 7efe6000-7f000000 Deferred version
-PE 7eff0000-7f000000 \ version
ELF eb044000-eb08f000 Deferred dinput
-PE eb050000-eb08f000 \ dinput
ELF eb0cf000-eb0eb000 Deferred msdmo
-PE eb0d0000-eb0eb000 \ msdmo
ELF eb0eb000-eb114000 Deferred mlang
-PE eb0f0000-eb114000 \ mlang
ELF f1ac4000-f1af0000 Deferred libvorbis.so.0
ELF f1af0000-f1b08000 Deferred libspeex.so.1
ELF f1b08000-f1b94000 Deferred libvorbisenc.so.2
ELF f1b94000-f1bd4000 Deferred libflac.so.8
ELF f1bd4000-f1c5c000 Deferred libgcrypt.so.11
ELF f1c5c000-f1c86000 Deferred liblzma.so.5
ELF f1c86000-f1cfc000 Deferred libsndfile.so.1
ELF f1cfc000-f1d49000 Deferred libdbus-1.so.3
ELF f1d49000-f1dc4000 Deferred libpulsecommon-5.0.so
ELF f1dc4000-f1e16000 Deferred libpulse.so.0
ELF f1e16000-f1f00000 Deferred libasound.so.2
ELF f2005000-f200d000 Deferred libogg.so.0
ELF f200d000-f202d000 Deferred libsystemd-journal.so.0
ELF f202d000-f2038000 Deferred libjson.so.0
ELF f2065000-f2096000 Deferred winealsa
-PE f2070000-f2096000 \ winealsa
ELF f2096000-f20b9000 Deferred mmdevapi
-PE f20a0000-f20b9000 \ mmdevapi
ELF f21db000-f21f7000 Deferred dinput8
-PE f21e0000-f21f7000 \ dinput8
ELF f471d000-f4903000 Deferred pipe_swrast.so
ELF f5226000-f5235000 Deferred libdrm_radeon.so.1
ELF f5235000-f524d000 Deferred libelf.so.1
ELF f524d000-f552f000 Deferred pipe_radeonsi.so
ELF f552f000-f5599000 Deferred libpcre.so.1
ELF f5599000-f55bd000 Deferred libselinux.so.1
ELF f55bd000-f55d0000 Deferred libudev.so.1
ELF f56bd000-f6b3e000 Deferred libllvm-3.6svn.so
ELF f6b3e000-f6f94000 Dwarf libd3dadapter9.so.0
ELF f6f97000-f6f9f000 Deferred libasound_module_pcm_pulse.so
ELF f6fc1000-f70d1000 Deferred opengl32
-PE f6fe0000-f70d1000 \ opengl32
ELF f70d1000-f7214000 Deferred wined3d
-PE f70e0000-f7214000 \ wined3d
ELF f726b000-f7270000 Deferred libgpg-error.so.0
ELF f7270000-f728d000 Deferred libgcc_s.so.1
ELF f72bd000-f72ff000 Deferred d3d9
-PE f72c0000-f72ff000 \ d3d9
ELF f7323000-f7327000 Deferred libxau.so.6
ELF f7329000-f732e000 Deferred libdl.so.2
ELF f732e000-f74e0000 Deferred libc.so.6
ELF f74e0000-f74fd000 Deferred libpthread.so.0
ELF f7503000-f7509000 Deferred libtxc_dxtn.so
ELF f7509000-f7512000 Deferred librt.so.1
ELF f7512000-f7520000 Deferred libdrm.so.2
ELF f752a000-f76e0000 Dwarf libwine.so.1
ELF f76e1000-f7704000 Deferred ld-linux.so.2
ELF f7706000-f7707000 Deferred [vdso].so
Dead Island crash log

CLOG: [PID] 149
CLOG: [CFactory::CreateObject] WARNING! object of class creator_level==NULL!
INFO: [CPU] vendor: GenuineIntel, features: FPU CMOV TSC MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2, clock frequency: 2993.20MHz
INFO: [CPU] CPUs: 1, Cores: 4, HT: Disabled, Logical processors: 4
WARN: [ParseUnit] cannot open file 'QuickAccessVars.scr'
CLOG: [TaskManager] TM494779bc, dedicated worker threads: 1 + 3
CLOG: MonitorIndex chosen: 0
CLOG: VendorDesc: NVIDIA GeForce GTX 680
CLOG: VendorID: 1002/4098
CLOG: DeviceID: 665C/26204
CLOG: Driver: nvd3dum.dll, version: 6.15.12.6658
INFO: D3DRenderer: supported display modes:
INFO: 640x480, bpp:16, hz:75, fmt: R5G6B5, widescreen: no
INFO: 640x480, bpp:16, hz:75, fmt: R5G6B5, widescreen: no
INFO: 640x480, bpp:16, hz:60, fmt: R5G6B5, widescreen: no
INFO: 640x480, bpp:16, hz:60, fmt: R5G6B5, widescreen: no
INFO: 640x480, bpp:24, hz:75, fmt: X8R8G8B8, widescreen: no
INFO: 640x480, bpp:24, hz:75, fmt: X8R8G8B8, widescreen: no
INFO: 640x480, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: no
INFO: 640x480, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: no
INFO: 720x400, bpp:16, hz:70, fmt: R5G6B5, widescreen: no
INFO: 720x400, bpp:16, hz:70, fmt: R5G6B5, widescreen: no
INFO: 720x400, bpp:24, hz:70, fmt: X8R8G8B8, widescreen: no
INFO: 720x400, bpp:24, hz:70, fmt: X8R8G8B8, widescreen: no
INFO: 800x600, bpp:16, hz:75, fmt: R5G6B5, widescreen: no
INFO: 800x600, bpp:16, hz:75, fmt: R5G6B5, widescreen: no
INFO: 800x600, bpp:16, hz:60, fmt: R5G6B5, widescreen: no
INFO: 800x600, bpp:16, hz:60, fmt: R5G6B5, widescreen: no
INFO: 800x600, bpp:24, hz:75, fmt: X8R8G8B8, widescreen: no
INFO: 800x600, bpp:24, hz:75, fmt: X8R8G8B8, widescreen: no
INFO: 800x600, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: no
INFO: 800x600, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: no
INFO: 1024x768, bpp:16, hz:75, fmt: R5G6B5, widescreen: no
INFO: 1024x768, bpp:16, hz:75, fmt: R5G6B5, widescreen: no
INFO: 1024x768, bpp:16, hz:60, fmt: R5G6B5, widescreen: no
INFO: 1024x768, bpp:16, hz:60, fmt: R5G6B5, widescreen: no
INFO: 1024x768, bpp:24, hz:75, fmt: X8R8G8B8, widescreen: no
INFO: 1024x768, bpp:24, hz:75, fmt: X8R8G8B8, widescreen: no
INFO: 1024x768, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: no
INFO: 1024x768, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: no
INFO: 1280x720, bpp:16, hz:60, fmt: R5G6B5, widescreen: yes
INFO: 1280x720, bpp:16, hz:60, fmt: R5G6B5, widescreen: yes
INFO: 1280x720, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: yes
INFO: 1280x720, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: yes
INFO: 1280x1024, bpp:16, hz:75, fmt: R5G6B5, widescreen: no
INFO: 1280x1024, bpp:16, hz:75, fmt: R5G6B5, widescreen: no
INFO: 1280x1024, bpp:16, hz:60, fmt: R5G6B5, widescreen: no
INFO: 1280x1024, bpp:16, hz:60, fmt: R5G6B5, widescreen: no
INFO: 1280x1024, bpp:24, hz:75, fmt: X8R8G8B8, widescreen: no
INFO: 1280x1024, bpp:24, hz:75, fmt: X8R8G8B8, widescreen: no
INFO: 1280x1024, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: no
INFO: 1280x1024, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: no
INFO: 1600x900, bpp:16, hz:60, fmt: R5G6B5, widescreen: yes
INFO: 1600x900, bpp:16, hz:60, fmt: R5G6B5, widescreen: yes
INFO: 1600x900, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: yes
INFO: 1600x900, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: yes
INFO: 1600x1200, bpp:16, hz:60, fmt: R5G6B5, widescreen: no
INFO: 1600x1200, bpp:16, hz:60, fmt: R5G6B5, widescreen: no
INFO: 1600x1200, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: no
INFO: 1600x1200, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: no
INFO: 1920x1080, bpp:16, hz:60, fmt: R5G6B5, widescreen: yes
INFO: 1920x1080, bpp:16, hz:60, fmt: R5G6B5, widescreen: yes
INFO: 1920x1080, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: yes
INFO: 1920x1080, bpp:24, hz:60, fmt: X8R8G8B8, widescreen: yes
CLOG: PC: Backbuffer is sRGB (if supported)
INFO: TweakFlags: 0
ERRR: [CLobbyProfileMpl::Initialize] ERROR: Failed to create state notification listener.
CLOG: CGame::AppWindowInit: window client area: 0x0, 1024x768
CLOG: RD3D9: Device created (width: 1024, height: 768, format: 22, refresh_rate: 0, vsync: 0)
CLOG: [TexMgr] Max texture dimensions: 16384x16384x2048
CLOG: PPMANAGER: creating rtv for buffer SCENE_HDR...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'SCENE_HDR' 1024x768 (1024x768), rgb:0,a:0, 07ECC8B0 = postprocess_scene_hdr created
CLOG: PPMANAGER: creating rtv for buffer ZBUFFER...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'ZBUFFER' 1024x768 (1024x768), rgb:0,a:0, 07F1ADC8 = postprocess_zbuffer created
CLOG: PPMANAGER: creating rtv for buffer CLR...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'CLR' 1024x768 (1024x768), rgb:0,a:0, 07EC3AA8 = postprocess_clr created
CLOG: PPMANAGER: creating rtv for buffer NRM...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'NRM' 1024x768 (1024x768), rgb:0,a:0, 07EC3BD8 = postprocess_nrm created
CLOG: PPMANAGER: creating rtv for buffer PRV...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'PRV' 512x384 (512x384), rgb:0,a:0, 07EC8920 = postprocess_prv created
CLOG: PPMANAGER: creating rtv for buffer DPT_2...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'DPT_2' 512x384 (512x384), rgb:0,a:0, 07EF8F48 = postprocess_dpt_2 created
CLOG: PPMANAGER: creating rtv for buffer 2_SHD...
CLOG: [CPPManager::CreateBuffers] Create global buffer '2_SHD' 512x384 (512x384), rgb:0,a:0, 07EC8590 = postprocess_2_shd created
CLOG: PPMANAGER: creating rtv for buffer VFB...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'VFB' 512x384 (512x384), rgb:0,a:0, 07ECD418 = postprocess_vfb created
CLOG: PPMANAGER: creating rtv for buffer 2_WATER...
CLOG: [CPPManager::CreateBuffers] Create global buffer '2_WATER' 512x384 (512x384), rgb:0,a:0, 07ECD5E8 = postprocess_2_water created
CLOG: PPMANAGER: creating rtv for buffer DPT_4...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'DPT_4' 256x192 (256x192), rgb:0,a:0, 07EC0428 = postprocess_dpt_4 created
CLOG: PPMANAGER: creating rtv for buffer 4A...
CLOG: [CPPManager::CreateBuffers] Create global buffer '4A' 256x192 (256x192), rgb:0,a:0, 07F1A970 = postprocess_4a created
CLOG: PPMANAGER: creating rtv for buffer 4B...
CLOG: [CPPManager::CreateBuffers] Create global buffer '4B' 256x192 (256x192), rgb:0,a:0, 07ECA280 = postprocess_4b created
CLOG: PPMANAGER: creating rtv for buffer 4C...
CLOG: [CPPManager::CreateBuffers] Create global buffer '4C' 256x192 (256x192), rgb:0,a:0, 07EC8628 = postprocess_4c created
CLOG: PPMANAGER: creating rtv for buffer 4_WATER...
CLOG: [CPPManager::CreateBuffers] Create global buffer '4_WATER' 256x192 (256x192), rgb:0,a:0, 07EC8A50 = postprocess_4_water created
CLOG: PPMANAGER: creating rtv for buffer 8A...
CLOG: [CPPManager::CreateBuffers] Create global buffer '8A' 128x96 (128x96), rgb:0,a:0, 07F1AA10 = postprocess_8a created
CLOG: PPMANAGER: creating rtv for buffer 8B...
CLOG: [CPPManager::CreateBuffers] Create global buffer '8B' 128x96 (128x96), rgb:0,a:0, 07EC90B8 = postprocess_8b created
CLOG: PPMANAGER: creating rtv for buffer 8_WATER...
CLOG: [CPPManager::CreateBuffers] Create global buffer '8_WATER' 128x96 (128x96), rgb:0,a:0, 07EC9270 = postprocess_8_water created
CLOG: PPMANAGER: creating rtv for buffer 16_SHD...
CLOG: [CPPManager::CreateBuffers] Create global buffer '16_SHD' 64x48 (64x48), rgb:0,a:0, 07EC9348 = postprocess_16_shd created
CLOG: PPMANAGER: creating rtv for buffer 16A...
CLOG: [CPPManager::CreateBuffers] Create global buffer '16A' 64x48 (64x48), rgb:0,a:0, 07ECBE50 = postprocess_16a created
CLOG: PPMANAGER: creating rtv for buffer 16B...
CLOG: [CPPManager::CreateBuffers] Create global buffer '16B' 64x48 (64x48), rgb:0,a:0, 07ECCEA0 = postprocess_16b created
CLOG: PPMANAGER: creating rtv for buffer 16_WATER...
CLOG: [CPPManager::CreateBuffers] Create global buffer '16_WATER' 64x48 (64x48), rgb:0,a:0, 07ECA9D8 = postprocess_16_water created
CLOG: PPMANAGER: creating rtv for buffer AMBIENT...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'AMBIENT' 32x32 (32x32), rgb:0,a:0, 07ECB5C0 = postprocess_ambient created
CLOG: PPMANAGER: creating rtv for buffer AMBIENT2...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'AMBIENT2' 32x32 (32x32), rgb:0,a:0, 07ECADF8 = postprocess_ambient2 created
CLOG: PPMANAGER: creating rtv for buffer SUN...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'SUN' 32x32 (32x32), rgb:0,a:0, 07ECCB98 = postprocess_sun created
CLOG: PPMANAGER: creating rtv for buffer CURVES...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'CURVES' 32x1 (32x1), rgb:0,a:0, 07EC83C8 = postprocess_curves created
CLOG: PPMANAGER: creating rtv for buffer SHOOTS...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'SHOOTS' 128x128 (128x128), rgb:0,a:0, 07ECCDF8 = postprocess_shoots created
CLOG: PPMANAGER: creating rtv for buffer SHOOTS_TEMP...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'SHOOTS_TEMP' 128x128 (128x128), rgb:0,a:0, 07ECA1E8 = postprocess_shoots_temp created
CLOG: PPMANAGER: creating rtv for buffer QUESTTEXT...
CLOG: [CPPManager::CreateBuffers] Create global buffer 'QUESTTEXT' 512x512 (512x512), rgb:0,a:0, 07ECC130 = postprocess_questtext created
CLOG: PPMANAGER: createing rtv '_OPAQUE'...
CLOG: PPMANAGER: createing rtv '_OPAQUE_CLR'...
CLOG: PPMANAGER: createing rtv '_OPAQUE_NRM'...
CLOG: PPMANAGER: createing rtv '_HDR_IMAGE'...
CLOG: PPMANAGER: createing rtv '_NORMALS'...
CLOG: PPMANAGER: createing rtv '_ZBUFFER'...
CLOG: PPMANAGER: createing rtv '_VFB'...
CLOG: PPMANAGER: createing rtv '_UFB'...
CLOG: PPMANAGER: createing rtv '_SHADOWS_BLUR_16'...
CLOG: PPMANAGER: createing rtv '_AMBIENT'...
CLOG: PPMANAGER: createing rtv '_AMBIENT_MRT'...
CLOG: PPMANAGER: createing rtv '_4B__GLOW_EXTRACT'...
CLOG: PPMANAGER: createing rtv '_16B__GLOW_GAUSS'...
CLOG: PPMANAGER: createing rtv '_16A__GLOW_GAUSS'...
CLOG: PPMANAGER: createing rtv '_4B__GLOW_GAUSS'...
CLOG: PPMANAGER: createing rtv '_CLR__STD_RENDER'...
CLOG: PPMANAGER: createing rtv '_AMBIENT_LIGHTS'...
CLOG: PPMANAGER: createing rtv '_AMBIENT_LIGHTS_2'...
CLOG: PPMANAGER: createing rtv '_SRL_0'...
CLOG: CGame::AppWindowSetup: window client area: 0x0, 1024x768
CLOG: +-------+
CLOG: | AUDIO |
CLOG: +-------+
CLOG: [CAudioXAudio2] DeviceID: {D7D536DF-BC71-4503-B28B-09D17ECEC0DD}
CLOG: [CAudioXAudio2] Name: Out: default
CLOG: [CAudioXAudio2] Channels: 2
CLOG: [CAudioXAudio2] Channel Mask: 3
CLOG: [CAudioXAudio2] Sample rate: 44100
CLOG: [CAudioXAudio2] Bits per sample: 16
CLOG: [CAudioXAudio2] Average data-transfer rate: 176400Bps
CLOG: [CAudioXAudio2] DeviceID: {180C03D3-D98B-4441-A419-65A736CDE1F8}
CLOG: [CAudioXAudio2] Name: Out: HD-Audio Generic - HDMI 3
CLOG: [CAudioXAudio2] Channels: 2
CLOG: [CAudioXAudio2] Channel Mask: 3
CLOG: [CAudioXAudio2] Sample rate: 44100
CLOG: [CAudioXAudio2] Bits per sample: 16
CLOG: [CAudioXAudio2] Average data-transfer rate: 176400Bps
CLOG: [CAudioXAudio2] DeviceID: {3EDE79B7-20FC-4AF7-AF44-886774CD4C80}
CLOG: [CAudioXAudio2] Name: Out: HD-Audio Generic - HDMI 1
CLOG: [CAudioXAudio2] Channels: 2
CLOG: [CAudioXAudio2] Channel Mask: 3
CLOG: [CAudioXAudio2] Sample rate: 44100
CLOG: [CAudioXAudio2] Bits per sample: 16
CLOG: [CAudioXAudio2] Average data-transfer rate: 176400Bps
CLOG: [CAudioXAudio2] DeviceID: {5D35A189-A49E-4347-BE07-151472B0BB51}
CLOG: [CAudioXAudio2] Name: Out: HD-Audio Generic - HDMI 5
CLOG: [CAudioXAudio2] Channels: 2
CLOG: [CAudioXAudio2] Channel Mask: 3
CLOG: [CAudioXAudio2] Sample rate: 44100
CLOG: [CAudioXAudio2] Bits per sample: 16
CLOG: [CAudioXAudio2] Average data-transfer rate: 176400Bps
CLOG: [CAudioXAudio2] DeviceID: {673490CA-0CB1-4646-B011-809F96D708A8}
CLOG: [CAudioXAudio2] Name: Out: HD-Audio Generic - HDMI 0
CLOG: [CAudioXAudio2] Channels: 2
CLOG: [CAudioXAudio2] Channel Mask: 3
CLOG: [CAudioXAudio2] Sample rate: 44100
CLOG: [CAudioXAudio2] Bits per sample: 16
CLOG: [CAudioXAudio2] Average data-transfer rate: 176400Bps
CLOG: [CAudioXAudio2] DeviceID: {8E1F14A6-2BD5-44FC-8C53-90D245916700}
CLOG: [CAudioXAudio2] Name: Out: HD-Audio Generic - HDMI 2
CLOG: [CAudioXAudio2] Channels: 2
CLOG: [CAudioXAudio2] Channel Mask: 3
CLOG: [CAudioXAudio2] Sample rate: 44100
CLOG: [CAudioXAudio2] Bits per sample: 16
CLOG: [CAudioXAudio2] Average data-transfer rate: 176400Bps
CLOG: [CAudioXAudio2] DeviceID: {957BCF38-60F0-46AB-8165-3C974681B656}
CLOG: [CAudioXAudio2] Name: Out: HD-Audio Generic - HDMI 4
CLOG: [CAudioXAudio2] Channels: 2
CLOG: [CAudioXAudio2] Channel Mask: 3
CLOG: [CAudioXAudio2] Sample rate: 44100
CLOG: [CAudioXAudio2] Bits per sample: 16
CLOG: [CAudioXAudio2] Average data-transfer rate: 176400Bps
CLOG: [CAudioXAudio2] DeviceID: {9CB4DF53-75E2-4E50-BD08-24175D4EB72B}
CLOG: [CAudioXAudio2] Name: Out: HDA Intel PCH - ALC887-VD Digital
CLOG: [CAudioXAudio2] Channels: 2
CLOG: [CAudioXAudio2] Channel Mask: 3
CLOG: [CAudioXAudio2] Sample rate: 44100
CLOG: [CAudioXAudio2] Bits per sample: 16
CLOG: [CAudioXAudio2] Average data-transfer rate: 176400Bps
CLOG: [CAudioXAudio2] Using: {D7D536DF-BC71-4503-B28B-09D17ECEC0DD} (Out: default)
CLOG: [CAudioXAudio2] Master voice channels: 2
CLOG: [CAudioXAudio2] Master voice sample rate: 44100
CLOG: [CAudioXAudio2] Sound instance size: 980 (616 + 364)

CLOG: ResourceLoadingRuntime: sector size is 512 bytes. okay
CLOG: ERROR: cannot find texture linesaa.dds
CLOG: ERROR: cannot find texture linesaa.dds
CLOG: Unable to create pixel shader
ERRR: [CPShader::CPShader] cannot create pixel shader
WARN: [CMaterialMgr::_LoadMaterial] Cannot load material 'dsl_box&0000.mat' - using default!
WARN: [CMaterialMgr::_LoadMaterial] Cannot load material 'dsl_omni&0000.mat' - using default!
WARN: [CMaterialMgr::_LoadMaterial] Cannot load material 'dsl_spot&0000.mat' - using default!
WARN: [CMaterialMgr::_LoadMaterial] Cannot load material 'dsl_spot2&0000.mat' - using default!
WARN: [CMaterialMgr::_LoadMaterial] Cannot load material 'dsl_mesh&0000.mat' - using default!
WARN: [CMaterialMgr::_LoadMaterial] Cannot load material 'odehullsolid&0000.mat' - using default!
CLOG: [CFactory::CreateObject] WARNING! object of class creator_level==NULL!
WARN: [ParseUnit] cannot open file 'SpeechGroups.scr'
CLOG: FileArchive::OpenArchive( 'lm/pack0.lm' ): Archive file does not exist.
CLOG: FileArchive::OpenArchive( 'lm/pack1.lm' ): Archive file does not exist.
CLOG: CGame::LoadGameModule(..): Unable to load lightmaps for
WARN: [CMaterialMgr::_LoadMaterial] Cannot load material 'icons&0000.mat' - using default!
CLOG: ResourceLoadingRuntime: sector size is 512 bytes. okay
CLOG: [AudioScript::Execute] intro not found
CLOG: [Input] Keyboard 0 enumerated: intance_name = Keyboard, product_name = Wine Keyboard, GUID = {0ab8648a-7735-11d2-8c73-71df54a96441}
CLOG: [CInput::SelectKeyboard] Keyboard 0 selected: Keyboard, Wine Keyboard
CLOG: [CInetAddr::DetermineNetworkInterface] HostName=
CLOG: [CInetAdder::DetermineNetworkInterface] address: 10.19.0.100
CLOG: [CFactory::CreateObject] WARNING! object of class creator_level==NULL!
CLOG: [CFactory::CreateObject] WARNING! object of class creator_level==NULL!
WARN: [ParseUnit] cannot open file 'SpeechGroups.scr'
CLOG: FileArchive::OpenArchive( 'lm/pack0.lm' ): Archive file does not exist.
CLOG: FileArchive::OpenArchive( 'lm/pack1.lm' ): Archive file does not exist.
CLOG: CGame::LoadGameModule(..): Unable to load lightmaps for
WARN: [CMaterialMgr::_LoadMaterial] Cannot load material 'icons&0000.mat' - using default!
WARN: [ParseUnit] cannot open file 'data/scripts/weather_none.scr;'
ERRR: texture 'fl pismo reczne 10_16.dds' not in pack - gather it!
CLOG: ResourceLoadingRuntime: sector size is 512 bytes. okay

d3d9/tests: device: swapchain failures and unhandled exception

NINE_DEBUG=all wine d3d9_test.exe.so device

...
Native Direct3D 9 is active.
For more informations visit https://wiki.ixit.cz/d3d9
(L"\\\\.\\DISPLAY1",0,0x33f598,0x00000000), stub!
nine:adapter9:CreateDevice: This=0x64ef0820 RealAdapter=0 DeviceType=HAL hFocusWindow=0xc004a BehaviourFlags=40 pD3D9=0x12cf00 pPresentationGroup=0x126968 ppReturnedDeviceInterface=0x33f9b0
nine:adapter9:GetDeviceCaps: This=0x64ef0820 DeviceType=HAL pCaps=0x33f79c
fixme:d3dadapter:DRI3PresentGroup_GetMultiheadCount (0x126968), stub!
fixme:d3dadapter:DRI3PresentGroup_GetMultiheadCount (0x126968), stub!
nine:swapchain9:ctor: This=0x64f03868 pDevice=0x64ef0848 pPresent=0x12eff0 pCTX=0x67358428 hFocusWindow=0xc004a
nine:swapchain9:Resize: This=0x64f03868 pParams=0x33f5c8
nine:swapchain9:Resize: pParams(0x33f5c8):
BackBufferWidth: 640
BackBufferHeight: 480
BackBufferFormat: D3DFMT_A8R8G8B8
BackBufferCount: 0
MultiSampleType: 0
MultiSampleQuality: 0
SwapEffect: 1
hDeviceWindow: 0xc004a
Windowed: 1
EnableAutoDepthStencil: 1
AutoDepthStencilFormat: D3DFMT_D24S8
Flags: 
FullScreen_RefreshRateInHz: 0
PresentationInterval: 0
nine:surface9:ctor: This=0x64f04d80 pDevice=0x64ef0848 pResource=0x64f03f50 Level=0 Layer=0 pDesc=0x33f570
nine:surface9:Dump: 
NineSurface9(0x64f04d80->0x64f03f50/(nil)): Pool=DEFAULT Type=SURFACE Usage=RT
Dims=640x480 Format=D3DFMT_A8R8G8B8 Stride=2560 Lockable=0
Level=0(0), Layer=0
nine:surface9:ctor: This=0x64f05d08 pDevice=0x64ef0848 pResource=0x64f04ed8 Level=0 Layer=0 pDesc=0x33f570
nine:surface9:Dump: 
NineSurface9(0x64f05d08->0x64f04ed8/(nil)): Pool=DEFAULT Type=SURFACE Usage=RT
Dims=640x480 Format=D3DFMT_A8R8G8B8 Stride=2560 Lockable=0
Level=0(0), Layer=0
nine:surface9:ctor: This=0x64f06cd8 pDevice=0x64ef0848 pResource=0x64f05e40 Level=0 Layer=0 pDesc=0x33f570
nine:surface9:Dump: 
NineSurface9(0x64f06cd8->0x64f05e40/(nil)): Pool=DEFAULT Type=SURFACE Usage=DS
Dims=640x480 Format=D3DFMT_D24S8 Stride=2560 Lockable=0
Level=0(0), Layer=0
nine:swapchain9:GetBackBuffer: GetBackBuffer: This=0x64f03868 iBackBuffer=0 Type=0 ppBackBuffer=0x64ef0a3c
nine:device9:SetDepthStencilSurface: This=0x64ef0848 pNewZStencil=0x64f06cd8
nine:nine_update_state: changed state groups: 7017f | 1f8fe80
nine:nine_ff_update: vs=(nil) ps=(nil)
nine:update_framebuffer: 
nine:update_vertex_buffers: mask=ffff
nine:nine_update_state: finished
nine:adapter9:CreateDevice: NineDevice9 created successfully.
nine:swapchain9:GetPresentParameters: GetPresentParameters: This=0x64f03868 pPresentationParameters=0x33fa64
nine:swapchain9:GetBackBuffer: GetBackBuffer: This=0x64f03868 iBackBuffer=0 Type=0 ppBackBuffer=0x33fa60
nine:device9:GetSwapChain: User assertion failed: `iSwapChain < This->nswapchains'
fixme:d3dadapter:DRI3PresentGroup_CreateAdditionalPresent (0x126968, 0x33fa64, 0x33f9d8), stub!
device.c:1072: Test failed: Failed to create a swapchain (8876086c)
device.c:1073: Test failed: The back buffer count in the presentparams struct is 0
fixme:d3dadapter:DRI3PresentGroup_CreateAdditionalPresent (0x126968, 0x33fa64, 0x33f9d8), stub!
device.c:1077: Test failed: Failed to create a swapchain (8876086c)
fixme:d3dadapter:DRI3PresentGroup_CreateAdditionalPresent (0x126968, 0x33fa64, 0x33f9d8), stub!
device.c:1081: Test failed: Failed to create a swapchain (8876086c)
device.c:1081: this is the last test seen before the exception
device: unhandled exception c0000005 at (nil)

wine-nine build issue

Hello,

It seems you have no issue tracking for the wine fork, so I'll put it here for now.
For a few weeks for me (and other Arch aur users), dlls/winex11.drv/dri.{c,h} failed to build because it does not know about D3DPRESENT_PARAMETERS.

The easy workaround is to add the needed include to dri.h.
I am not sure if this relates to our build system, since others should have seen that problem.

Light/Smoke issue with Red Alert 3

RA3 has smoke/light issues.

When there are shots and explosions, they have some glitches (the image seems repeated several times around where it should be), and sometimes there can be big triangles of bad content, usually of the color of smoke (from black to dark gray), but can be the color of an explosion (yellow)

There is no such problem with non-nine backend.

ra3bug

prime is not supported

Launching a game on an integrated card with DRI_PRIME=1 fails, even if the dedicated card drivers support nine.
Tested on a notebook with Intel 4000 + GeForce 650M. Games start correctly using nine when launched on an X session with the GeForce card (using nouveau), but crashes when launched from the Intel Card via DRI_PRIME.
According to the wine logs, nine tries to load the Intel Card and fails as expected.

nine_shader.c:2683:sm1_parse_instruction: Assertion `!insn->predicated && "TODO: predicated instructions"' failed.

Compiled both wine and mesa (without DRI3) from your git, enabling debug information according to the wiki. I can run Steam and verify it is linking to libd3dadapter.so, but every game I try (Steam or non Steam) crashes instantly. Without the "UseNative" registry key set to 1 all runs fine. Here I have a notebook with integrated HD 4200 and discrete HD 5650M graphics cards.

That's the debug information for one of my tests (Tomb Raider Anniversary Edition). Pretty much the same for other games and for the integrated card:

$ export LD_LIBRARY_PATH=/opt/mesa-d3d9/lib32:$LD_LIBRARY_PATH
$ export LIBGL_DRIVERS_PATH=/opt/mesa-d3d9/lib32/xorg/modules/dri
$ export WINEDEBUG=+d3dadapter,+d3d9,-dbghelp_dwarf
$ export NINE_DEBUG=true
$ DRI_PRIME=1 WINEPREFIX=~/.wine_tra/ /opt/wine-d3dadapter/bin/wine tra.exe
fixme:ole:CoInitializeSecurity ((nil),-1,(nil),(nil),0,3,(nil),0,(nil)) - stub!
fixme:gameux:GameExplorerImpl_VerifyAccess (0x124b60, L"C:\Program Files\Tomb Raider - Anniversary\tra.exe", 0xe8f354)
trace:d3d9:Direct3DCreate9 sdk_version 0x20.
trace:d3dadapter:has_d3dadapter Got DRI2 version 1.4
trace:d3dadapter:has_d3dadapter Got XFixes version 5.0
fixme:win:EnumDisplayDevicesW ((null),0,0xe8ef24,0x00000000), stub!
trace:d3dadapter:dri2_create_adapter9 Associated r600' with fd 13 opened from/dev/dri/card0'
trace:d3dadapter:dri2_create_adapter9 Created ID3DAdapter9 with fd 13
fixme:win:EnumDisplayDevicesW (L"\.\DISPLAY1",0,0xe8ef24,0x00000000), stub!
fixme:win:EnumDisplayDevicesW (L"\.\DISPLAY1",1,0xe8ef24,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),1,0xe8ef24,0x00000000), stub!
trace:d3d9:d3dadapter9_GetAdapterIdentifier DeviceName overriden: .\DISPLAY1
trace:d3d9:d3dadapter9_GetAdapterIdentifier DeviceId:VendorId overridden: 9712:1002
trace:d3d9:d3dadapter9_GetAdapterIdentifier DeviceName overriden: .\DISPLAY1
trace:d3d9:d3dadapter9_GetAdapterIdentifier DeviceId:VendorId overridden: 9712:1002
trace:d3d9:d3dadapter9_GetAdapterModeCount 32 modes.
fixme:system:SystemParametersInfoW Unimplemented action: 59 (SPI_SETSTICKYKEYS)
fixme:win:EnumDisplayDevicesW (L"\.\DISPLAY1",0,0xe8eec4,0x00000000), stub!
trace:d3dadapter:dri2_create_present_group Returning 0x12dd70
trace:d3d9:d3dadapter9_AddRef 0x124fa0 increasing refcount to 2.
trace:d3dadapter:DRI2PresentGroup_AddRef 0x12dd70 increasing refcount to 2.
fixme:d3dadapter:DRI2PresentGroup_GetMultiheadCount (0x12dd70), stub!
fixme:d3dadapter:DRI2PresentGroup_GetMultiheadCount (0x12dd70), stub!
trace:d3dadapter:DRI2Present_AddRef 0x12e090 increasing refcount to 2.
trace:d3dadapter:DRI2Present_AddRef 0x12e090 increasing refcount to 3.
trace:d3dadapter:DRI2Present_Release 0x12e090 decreasing refcount to 2.
trace:d3dadapter:DRI2PresentGroup_Release 0x12dd70 decreasing refcount to 1.
nine:device9.c:414: NineDevice9_EvictManagedResources STUB!
nine:device9.c:414: NineDevice9_EvictManagedResources STUB!
nine:device9.c:414: NineDevice9_EvictManagedResources STUB!
nine:device9.c:414: NineDevice9_EvictManagedResources STUB!
nine:device9.c:414: NineDevice9_EvictManagedResources STUB!
nine:device9.c:414: NineDevice9_EvictManagedResources STUB!
nine:nine_shader.c:2057: NineTranslateInstruction_TEXREG2AR STUB!
nine_shader.c:2683:sm1_parse_instruction: Assertion `!insn->predicated && "TODO: predicated instructions"' failed.
wine: Unhandled exception 0x80000003 in thread 9 at address 0x7d1b2d1b (thread 0009), starting debugger...

dri3: crash in llvm with radeonsi prime

00:02.0 VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09)
01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Wimbledon XT [Radeon HD 7970M] (rev ff)

I merged mesa dri3 branch into upstream mesa git
xorg-server from git
xf86-video-intel from git with intel tearfree and rendernodes
lib32-llvm-svn built today

Starting skyrim just got stuck before after the main window showed, but before it resized to "full screen", so it was recommended I try simpler demos first. The crash happens with at least both of those:
http://www.codesampler.com/source/dx9_initialization.zip
http://www.dhpoware.com/downloads/D3D9HLSLPixelLighting.zip

The crash wine reports looks like this: http://pastebin.com/raw.php?i=fa4rWGaC
And this is the log with NINE_DEBUG=all: http://pastebin.com/raw.php?i=c9wVv092

Started with NINE_DEBUG=all WINEDEBUG=+d3dadapter9,+d3d9 DRI_PRIME=1 wine dx9_initialization.exe

Repetitive messages about unsupported TGSI opcode

Trying to launch Tomb Raider Legend and Tomb Raider Anniversary (latest updates from Steam) with Nine gives me the output (only relevant parts, I guess):

[...]
fixme:d3d9:d3dadapter9_new
Native Direct3D 9 is active.
For more information visit https://wiki.ixit.cz/d3d9
fixme:system:SystemParametersInfoW Unimplemented action: 59 (SPI_SETSTICKYKEYS)
fixme:win:EnumDisplayDevicesW (L"\.\DISPLAY1",0,0x33e254,0x00000000), stub!
fixme:d3dadapter:DRI3PresentGroup_GetMultiheadCount (0x1fcae8), stub!
fixme:d3dadapter:DRI3PresentGroup_GetMultiheadCount (0x1fcae8), stub!
[MSFileSourceDisk::Open] Filename: \TR7\game\pc\TR7.arg
fixme:advapi:RegisterTraceGuidsW (0x2b024d0, 0x2b0d6e8, {7c830ece-5fb3-417a-a1bd-508f45277356}, 1, 0x33e534, (null), (null), 0x2b0d6f0): stub
fixme:wbemprox:client_security_SetBlanket 0x633925a4, 0x1ebbc0, 10, 0, (null), 3, 3, (nil), > 0x00000000
fixme:wbemprox:client_security_Release 0x633925a4
fixme:wbemprox:enum_class_object_Next timeout not supported
fixme:wbemprox:client_security_SetBlanket 0x633925a4, 0x1ebba8, 10, 0, (null), 3, 3, (nil), 0x00000000
fixme:wbemprox:client_security_Release 0x633925a4
fixme:wbemprox:enum_class_object_Next timeout not supported
fixme:keyboard:X11DRV_ActivateKeyboardLayout 0x4160416, 0000: semi-stub!
EE r600_shader.c:2516 tgsi_unsupported - NOP tgsi opcode unsupported
EE r600_shader.c:158 r600_pipe_shader_create - translation from TGSI failed !
EE r600_state_common.c:757 r600_shader_select - Failed to build shader variant (type=1) -22
EE r600_shader.c:2516 tgsi_unsupported - NOP tgsi opcode unsupported
EE r600_shader.c:158 r600_pipe_shader_create - translation from TGSI failed !
EE r600_state_common.c:757 r600_shader_select - Failed to build shader variant (type=1) -22
[...]

Everything runs fine and with more FPS when not using Nine (With Nine and TR Legend, I even have some weird screen blueness: http://imgur.com/1hzcQCs )

I suppose I have to dump the shader to find the problematic one. How could I do it ?

Mismatched casing in Queue9.c

Definitely low priority but since I was looking at it I thought I'd mention it:
the casing does not seem the same through the file.

For example we have

nine_is_query_supported(D3DQUERYTYPE type)
and then
NineQuery9_ctor( struct NineQuery9 *This,
struct NineUnknownParams *pParams,
D3DQUERYTYPE Type )

ie type vs Type.

I currently don't know what are you guidelines, but I'd be happy to drop a patch fixing that if you want to.

Wrong GPU Detection

My gpu, AMD/ATI Radeon HD 6310, was detected as NVidia GeForce GTX 680 by the running program if the native Direct3D 9 is enabled. Detection is correct if I disable the option. I have testing it with 3 different programs and this behavior persist.

Screenshots:
wine-d3dadapter9-enabled

wine-d3dadapter9-disabled

My setup:
OS: Slackware64-current
libdrm: 2.4.58
iXit mesa: commit 89b9ef9
iXit wine: commit 514f7bb
iXit xf86-video-ati: commit ab950ab

Mass Effect 3 Glitches on nvidia with activated gallium nine

Hi. I have Mass Effect 3 Glitches on nvidia with activated gallium nine

Sysinfo:

galym@gentoo ~ $ glxinfo | grep NV
server glx vendor string: NVIDIA Corporation
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_NV_delay_before_swap,
GLX_NV_float_buffer, GLX_NV_multisample_coverage, GLX_SGIX_fbconfig,
client glx vendor string: NVIDIA Corporation
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_NV_copy_image,
GLX_NV_delay_before_swap, GLX_NV_float_buffer,
GLX_NV_multisample_coverage, GLX_NV_present_video, GLX_NV_swap_group,
GLX_NV_video_capture, GLX_NV_video_out, GLX_SGIX_fbconfig,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_NV_delay_before_swap,
GLX_NV_float_buffer, GLX_NV_multisample_coverage, GLX_SGIX_fbconfig,
OpenGL vendor string: NVIDIA Corporation
OpenGL core profile version string: 4.4.0 NVIDIA 343.22
OpenGL core profile shading language version string: 4.40 NVIDIA via Cg compiler
GL_KHR_debug, GL_KTX_buffer_region, GL_NVX_conditional_render,
GL_NVX_gpu_memory_info, GL_NV_ES1_1_compatibility,
GL_NV_ES3_1_compatibility, GL_NV_bindless_multi_draw_indirect,
GL_NV_bindless_multi_draw_indirect_count, GL_NV_blend_equation_advanced,
GL_NV_blend_square, GL_NV_compute_program5, GL_NV_conditional_render,
GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float,
GL_NV_depth_clamp, GL_NV_draw_texture, GL_NV_explicit_multisample,
GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance,
GL_NV_fragment_program, GL_NV_fragment_program2,
GL_NV_fragment_program_option, GL_NV_framebuffer_multisample_coverage,
GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_gpu_program4_1,
GL_NV_gpu_program5, GL_NV_gpu_program5_mem_extended,
GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float,
GL_NV_light_max_exponent, GL_NV_multisample_coverage,
GL_NV_multisample_filter_hint, GL_NV_occlusion_query,
GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object,
GL_NV_parameter_buffer_object2, GL_NV_path_rendering,
GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_primitive_restart,
GL_NV_register_combiners, GL_NV_register_combiners2,
GL_NV_shader_atomic_counters, GL_NV_shader_atomic_float,
GL_NV_shader_buffer_load, GL_NV_shader_storage_buffer_object,
GL_NV_shader_thread_group, GL_NV_texgen_reflection, GL_NV_texture_barrier,
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader,
GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback,
GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range,
GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit,
GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program,
GL_NV_vertex_program1_1, GL_NV_vertex_program2,
GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_S3_s3tc,
OpenGL version string: 4.4.0 NVIDIA 343.22
OpenGL shading language version string: 4.40 NVIDIA via Cg compiler
GL_KHR_debug, GL_KTX_buffer_region, GL_NVX_conditional_render,
GL_NVX_gpu_memory_info, GL_NV_ES1_1_compatibility,
GL_NV_ES3_1_compatibility, GL_NV_bindless_multi_draw_indirect,
GL_NV_bindless_multi_draw_indirect_count, GL_NV_blend_equation_advanced,
GL_NV_blend_square, GL_NV_compute_program5, GL_NV_conditional_render,
GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float,
GL_NV_depth_clamp, GL_NV_draw_texture, GL_NV_explicit_multisample,
GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance,
GL_NV_fragment_program, GL_NV_fragment_program2,
GL_NV_fragment_program_option, GL_NV_framebuffer_multisample_coverage,
GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_gpu_program4_1,
GL_NV_gpu_program5, GL_NV_gpu_program5_mem_extended,
GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, GL_NV_half_float,
GL_NV_light_max_exponent, GL_NV_multisample_coverage,
GL_NV_multisample_filter_hint, GL_NV_occlusion_query,
GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object,
GL_NV_parameter_buffer_object2, GL_NV_path_rendering,
GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_primitive_restart,
GL_NV_register_combiners, GL_NV_register_combiners2,
GL_NV_shader_atomic_counters, GL_NV_shader_atomic_float,
GL_NV_shader_buffer_load, GL_NV_shader_storage_buffer_object,
GL_NV_shader_thread_group, GL_NV_texgen_reflection, GL_NV_texture_barrier,
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader,
GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback,
GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range,
GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit,
GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program,
GL_NV_vertex_program1_1, GL_NV_vertex_program2,
GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_S3_s3tc,
OpenGL ES profile version string: OpenGL ES 3.1 NVIDIA 343.22
GL_KHR_blend_equation_advanced, GL_KHR_debug, GL_NV_bgr,
GL_NV_blend_equation_advanced, GL_NV_copy_buffer, GL_NV_copy_image,
GL_NV_draw_buffers, GL_NV_draw_instanced, GL_NV_draw_texture,
GL_NV_explicit_attrib_location, GL_NV_fbo_color_attachments,
GL_NV_framebuffer_blit, GL_NV_framebuffer_multisample,
GL_NV_generate_mipmap_sRGB, GL_NV_instanced_arrays,
GL_NV_non_square_matrices, GL_NV_occlusion_query_samples,
GL_NV_pack_subimage, GL_NV_packed_float, GL_NV_packed_float_linear,
GL_NV_pixel_buffer_object, GL_NV_read_buffer, GL_NV_read_depth,
GL_NV_read_depth_stencil, GL_NV_read_stencil, GL_NV_sRGB_formats,
GL_NV_shadow_samplers_array, GL_NV_shadow_samplers_cube,
GL_NV_texture_array, GL_NV_texture_border_clamp,
GL_NV_texture_compression_latc, GL_NV_texture_compression_s3tc,
GL_NV_texture_compression_s3tc_update, GL_NV_timer_query,

galym@gentoo ~ $ lsmod | grep nvidia
nvidiafb 31024 0
vgastate 7497 1 nvidiafb
nvidia 10998656 71
drm 207973 3 nvidia

galym@gentoo ~ $ lsmod | grep nouveau

galym@gentoo ~ $ eselect opengl list
Available OpenGL implementations:
[1] nvidia *
[2] xorg-x11
galym@gentoo ~ $
18
19

Video: https://www.youtube.com/watch?v=g28LhGdI8lg&feature=youtu.be

Black screen in Tera Online / Aka bad Queue9 implementation(with a patch)

Hello,

I have already "worked" with people on IRC, but I thought it could be useful to have some log here.
So once I load the game Tera Online through wine I'm stuck on a black screen.

mannerov found from my logs that the application was stuck after rendering the first frame, and after digging some more it seemed to be coming from somewhere in the Queue9 file.

With some debugging I found that:
This is the interesting line in GetData: "if (This->state == NINE_QUERY_STATE_FRESH)"
So far it seems to always be true in my GetData calls, and so the functions returns S_OK but that's before it actually gets to any data.

After digging a bit more, when the queue was issued in the Issue function, I saw that the implementation did not expect an issue to start with (/only have) D3DISSUE_END as dwIssueFlags.
Why?

if (dwIssueFlags == D3DISSUE_BEGIN) {
if (This->state == NINE_QUERY_STATE_RUNNING) {
pipe->end_query(pipe, This->pq);
}
pipe->begin_query(pipe, This->pq);
This->state = NINE_QUERY_STATE_RUNNING;
} else {
if (This->state == NINE_QUERY_STATE_RUNNING) {
pipe->end_query(pipe, This->pq);
This->state = NINE_QUERY_STATE_ENDED;
}
}
return D3D_OK;

As you can see, when Issue is called with dwIssueFlags == D3DISSUE_END, we enter the else block.
But if we never entered the if block, we'll never get This->state == NINE_QUERY_STATE_RUNNING, and so our query will never be issued.

The msdn explains that we can go straight from the signaled state to the issued state with only a Issue(D3DISSUE_END).
Again from msdn, in every case of calling Issue(D3DISSUE_END) we should always end up in the issued state. The only case where more is needed, is when we already called Issue(D3DISSUE_BEGIN), then we need to abandon the existing query on top of transitioning to the issued state.
I assume that the msdn signaled state is NINE_QUERY_STATE_FRESH, and that the msdn issued state is NINE_QUERY_STATE_ENDED.
(for the sake of completeness the building state seems to be NINE_QUERY_STATE_RUNNING(

A simple patch seems to fix the bug I was seeing and allowed me to play the game (it also makes sense in relation to what I wrote earlier, but since it's my first time looking at D3D please double check :) ):

From 195c6eaee670a57516ddee0a7a31b6c921720bed Mon Sep 17 00:00:00 2001
From: John Ettedgui [email protected]
Date: Wed, 19 Nov 2014 04:56:25 -0800
Subject: [PATCH] Fix Query9:Issue when app calls Issue only with D3DISSUE_END
(and no D3dISSUE_BEGIN)


src/gallium/state_trackers/nine/query9.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/gallium/state_trackers/nine/query9.c b/src/gallium/state_trackers/nine/query9.c
index 86762d2..5006d9f 100644
--- a/src/gallium/state_trackers/nine/query9.c
+++ b/src/gallium/state_trackers/nine/query9.c
@@ -188,8 +188,8 @@ NineQuery9_Issue( struct NineQuery9 *This,
} else {
if (This->state == NINE_QUERY_STATE_RUNNING) {
pipe->end_query(pipe, This->pq);

  •        This->state = NINE_QUERY_STATE_ENDED;
    }
    
  •   This->state = NINE_QUERY_STATE_ENDED;
    

    }
    return D3D_OK;
    }

    2.1.3

Strange artifacts and shadows in Alan Wake,Skyrim and possibly others (Maybe a regression)

One week after Phoronix posted an article about this project i downloaded and built the archlinux packages that an user posted there User Post, those packages contained patches for the upstream Mesa3d diff'd from this git but now they don't work anymore. The strange thing is that now that i built a new version from here it doesn't work as well as it did the previous one and the differences can be pretty significant, at least in my case.

Alan Wake American's Nightmare:
With the current version: image.
With the old version: image.

I'm using nouveau on a GTX680 and both times mesa was built with the same options.

Counter Strike: Global Offensive & Dota 2 Crash During Map Load

Hi. When I am loading a map in CSGO and DOTA 2, the game crashes while loading.
I can't backtrace Dota 2 because Steam will close Dota 2 when it isn't opened by Steam. If you know of a way to backtrace Dota 2, let me know.

OS: Mint 17 x86_64
Kernel: 3.16.1-031601-generic
gcc (Ubuntu 4.8.2-19ubuntu1) 4.8.2
Wine: From my ppa, 1.7.24 with patch from Thermionix, and 1.7.19 from okias's github.
Mesa: From oibaf's ppa, mesa git with this patch from okias: http://pastebin.ca/2834953 AND mesa with f4b0ab7 reverted
LLVM: Tried 3.5 and 3.6 from llvm.org/apt
GPU & Driver: Radeon HD 7950, radeonsi
CS:GO Version: Latest version from Steam and 1.34.1.1
Dota 2 Version: Only latest from Steam

Backtrace for CSGO with okias patch included: http://pastebin.com/raw.php?i=8nPmkfrn
Backtrace for CSGO without okias patch: http://pastebin.com/raw.php?i=4atw8eqJ

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.