fixme:d3d_surface:IWineD3DSurfaceImpl_LoadTexture Surface in texture is only supported for level 0

2007-03-17 Thread Kapila De Silva
Hi All,

Im getting a lot of these errors when trying to run Everquest 2, and I
was wondering if its something I could fix. Does anyone know why only
level 0 is supported for this? I put some additional debug, and find EQ2
is calling this with levels up 1 - 9.


Thanks in advance

Kapila.







Re: Need help with SymInitializeW

2007-03-15 Thread Kapila De Silva
Hi guys,

I put some more debug in the process_find_by_handle function of
dbghelp.c,  and what Im seeing is the second time we call
SymInitializeW, we appear to create a new process structure, so
following calls to process_find_by_handle returns the new one, and not
the old one.

In the trace below, the first call to process_find_by_handle returns a
process structure stored at 0x16c600, but the next calls locate two
process structures (one at 0x16c600 and one at 0xf5ee680). 

Could this be an issue? Both seem to have the same process handle of
0x. Maybe when allocating a new process structure we should
check if one already exists with the same handle?

Thanks

Kapila.


fixme:dbghelp:SymInitialize Calling SymInitializeW 0x
fixme:dbghelp:SymInitializeW (0x (null) 1)
fixme:dbghelp:process_find_by_handle Searching for process 0x
compared to 0x (0x16c600)
fixme:dbghelp:process_find_by_handle Returning process handle 0x16c600
and 0x
fixme:dbghelp:SymInitializeW what to do ??
fixme:dbghelp:SymInitializeW Not User search path
fixme:dbghelp:SymInitializeW check live target
fixme:dbghelp:SymInitializeW Invade Process
fixme:dbghelp:process_find_by_handle Searching for process 0x
compared to 0x (0xf5ee680)
fixme:dbghelp:process_find_by_handle Searching for process 0x
compared to 0x (0x16c600)
fixme:dbghelp:process_find_by_handle Returning process handle 0xf5ee680
and 0x

On Wed, 2007-03-14 at 20:53 +0100, Eric Pouech wrote:
 Paul Vriens a écrit :
  Eric Pouech wrote:
  Kapila De Silva a écrit :
  Hi All,
 
  Im trying to debug a crash in Everquest 2, (bug 7705) and am hoping
  someone here can help.

  I'll send a fix later on for the FIXME, but it's unlikely this is 
  what's causing the crash
  So, you have to understand where the 0x as an address comes 
  from. sometimes, +relay helps figuring that out, but YMMV
 
  A+
 
  Hi,
 
  just wanted to report that Process Explorer also calls it with 
  0x when viewing the 'System Information':
 
  trace:dbghelp:SymInitializeW (0x (null) 0)
  trace:dbghelp:elf_load_file Processing elf file 'Lwine-kthread' at 
  
  trace:dbghelp:elf_load_file Processing elf file 
  'L/usr/lib/qt-3.3/bin/wine-kthread' at 
  trace:dbghelp:elf_load_file Processing elf file 
  'L/usr/kerberos/bin/wine-kthread' at 
  trace:dbghelp:elf_load_file Processing elf file 
  'L/usr/local/bin/wine-kthread' at 
 
  Could 0x mean something like system-wide?
 
  Cheers,
 
  Paul.
 
 
 in that cas 0x is the default handle to the current process, and 
 is never derefenced...
 include/winbase.h:#define GetCurrentProcess() ((HANDLE)0x)
 A+
 





Delayed debug patch

2007-03-15 Thread Kapila De Silva
Can someone tell me how to apply this to my git copy of wine please?
This would help a lot with my debugging...

Thanks

Kapila





Need help with SymInitializeW

2007-03-14 Thread Kapila De Silva
Hi All,

Im trying to debug a crash in Everquest 2, (bug 7705) and am hoping
someone here can help.

The crash seems to be linked to the process calling SymInitializeW a
second time (its called once at the start of the process, and works ok)
On the second call to the function we see an error 

fixme:dbghelp:SymInitializeW what to do ??

By putting some tracing in here, I noticed that when the function is
called the first time, the call to process_find_by_handle(hProcess)
returns null, and once the SymInitializeW function calls
EnumerateLoadedModules, process_find_by_handle returns a process id.

In the second call, the process_find_by_handle(hProcess) returns the
same process id as before, however, when the SymInitializeW function
calls EnumerateLoadedModules, process_find_by_handle returns a different
process id.



Should SymInitializeW be called multiple times by a process? Is it
possible that a problem has already occured, and this is called as a
result? Or is it possible that SymInitializeW itself is the cause of the
crash?

Any ideas?

Thanks


Below is some trace I got when I put in some extra debug.

First call:
fixme:dbghelp:SymInitialize Calling SymInitializeW 0x(0x
LC:\\Program Files\\Sony\\EverQuest II 1)
fixme:dbghelp:process_find_by_handle Returning process handle (nil)
fixme:dbghelp:process_find_by_handle Returning process handle 0x16c5d0



Second Call:
fixme:dbghelp:SymInitialize Calling SymInitializeW 0x(0x
(null) 1)
fixme:dbghelp:process_find_by_handle Returning process handle 0x16c5d0
fixme:dbghelp:SymInitializeW what to do ??
fixme:dbghelp:process_find_by_handle Returning process handle 0x3a8f9a0






ATI and GL_ARB_Imaging support

2006-09-21 Thread Kapila De Silva
Hi all,

I noticed, that wine checks for GL_ARB_imaging, before performing
operations like glBlendColor, glBlendEquation etc. However it appears
that the ATI drivers do not support this extension, though they do
support the blending operations.

I posted about this on the Rage3d linux driver boards, and the response
seems to suggest that it would be better to check for the individual
operations rather than the GL_ARB_imaging extension.

See bottom of http://rage3d.com/board/showthread.php?t=33814685

What do you guys think?

Kap.





Help with git

2006-09-12 Thread Kapila De Silva
Hi all,

Hope this is the right place to post this, if not, my apologies.

Im trying to track down an issue that occurred between 0.9.19 and
0.9.20, and am using git bisect to track the issue. In the process of
trying to identify the cause of the issue, I would like to be able to
get the code up till a certain patch, and then apply patches one by one
as well. 

I have not been able to find out how to do this, despite several web
searches and man pages. Can anyone give me any pointers to this please? 

Thanks in advance

Kapila





Help with shader code

2006-09-12 Thread Kapila De Silva
Hi All,

can someone help me understand some code from
dlls/wined3d/vertexshader.c please?

Im new to shader code, but to me the following looks a bit strange:

shader_addline(buffer, ADD result.position.x, TMP_OUT.x,
PROJECTIONX.w;\n);
shader_addline(buffer, ADD result.position.y, TMP_OUT.y,
PROJECTIONY.w;\n);
/* Account for any inverted textures (render to texture case) by
reversing the y coordinate
 *  (this is handled in drawPrim() when it sets the MODELVIEW
and PROJECTION matrices)
 */
shader_addline(buffer, MUL result.position.y, TMP_OUT.y,
PROJECTIONY.y;\n);

Am I correct that the last line makes the second line redundant? Wont
result.position.y be equal to TMP_OUT.y * PROJECTIONY.y no matter what?

Thanks in advance.

Kapila.