2009/1/26 Claudio Ciccani <k...@users.sf.net> > I found that the reason of the crash was that VBOs were not removed when > using drawStridedSlow for vertex blending. > Attached is the modified patch, which doesn't make NOLF2 crash. > > > Il giorno lun, 26/01/2009 alle 12.12 +0100, Claudio Ciccani ha scritto: > > Il giorno dom, 25/01/2009 alle 23.19 +0100, David Adam ha scritto: > > > > > > > > > 2009/1/25 Claudio Ciccani <k...@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 Although vertex blending is an old and outdated extension, 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) > > > > > > > > > > > > > -- > Claudio Ciccani > k...@users.sf.net > k...@directfb.org > http://directfb.org > Great, the patch works like a charm. I hope that it will bw accepted by D3D gurus and Alexandre .
David