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<p>I have created a simple stub for wglMakeContextCurrentARB in
stw_wgl.c and stw_getprocaddress.c. It simply returns TRUE, but
the good thing is that now the game no longer crashes because the
function is missing! However I get a divide by zero in glu32.dll,
presumably because the stub doesn't do jack.<br>
I tried returning FALSE but the game has no fallback, it just
ignores the return values and assumes that everything is fine.<br>
</p>
<p>From what I've seen, there is no need to override the system's
opengl32.dll like you did for wglCreateContext/wglDeleteContext,
so it shouldn't be too tricky to implement the function. However,
I can't seem to find any real documentation about what it's
supposed to do. I found this at
<a class="moz-txt-link-freetext" href="https://www.khronos.org/registry/OpenGL/extensions/ARB/WGL_ARB_make_current_read.txt">https://www.khronos.org/registry/OpenGL/extensions/ARB/WGL_ARB_make_current_read.txt</a>
but it's pretty vague:<br>
</p>
<pre style="user-select: auto !important; color: rgb(0, 0, 0); font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: normal; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; word-wrap: break-word; white-space: pre-wrap;">The function wglMakeContextCurrentARB associates the context <hglrc>
with the device <hDrawDC> for draws and the device <hReadDC> for
reads. All subsequent OpenGL calls made by the calling thread are
drawn on the device identified by <hDrawDC> and read on the device
identified by <hReadDC>.
</pre>
How do I do that? Do I have to copy the frame buffer? Or just the
pointer? Or am I completely off road?<br>
<br>
<br>
Thanks for helping me out ;)<br>
<p><br>
</p>
<br>
<div class="moz-cite-prefix">Il 2017-03-14 03:44, Brian Paul ha
scritto:<br>
</div>
<blockquote cite="mid:58C75919.9060607@vmware.com" type="cite">Looks
like my KOTOR patch never made it to master. I'm attaching it
below so you can try it. I should commit it master. In any case,
let me know if it helps.
<br>
<br>
-Brian
<br>
<br>
On 03/13/2017 10:55 AM, Federico Dossena wrote:
<br>
<blockquote type="cite">Hi Jose, thanks for replying, I've seen
your name inside many files in
<br>
mesa ;)
<br>
<br>
I have tried mesa master (previously I was using 17.0.1) but it
still
<br>
crashes for the same null pointer.
<br>
Do you have a link to that patch you've mentioned for kotor?
<br>
<br>
I have used apitrace and took traces of both the nvidia driver
(which
<br>
runs kotor) and mesa (up until the crash).
<br>
Here's a link to them:
<br>
<a class="moz-txt-link-freetext" href="https://drive.google.com/file/d/0B6qj91UlSYlYa3dIM0FtaHNULW8/view?usp=sharing">https://drive.google.com/file/d/0B6qj91UlSYlYa3dIM0FtaHNULW8/view?usp=sharing</a>
<br>
<a class="moz-txt-link-rfc2396E" href="https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B6qj91UlSYlYa3dIM0FtaHNULW8_view-3Fusp-3Dsharing&d=DwMDaQ&c=uilaK90D4TOVoH58JNXRgQ&r=Ie7_encNUsqxbSRbqbNgofw0ITcfE8JKfaUjIQhncGA&m=u9OxTt6a0b4XxAVoFjjG7RmQNYLAIe3smaD2NtY0mhE&s=h5NDyV1_DsR1WIruLOfH3IDrWkYTa8VEHeC3vIiucF4&e="><https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B6qj91UlSYlYa3dIM0FtaHNULW8_view-3Fusp-3Dsharing&d=DwMDaQ&c=uilaK90D4TOVoH58JNXRgQ&r=Ie7_encNUsqxbSRbqbNgofw0ITcfE8JKfaUjIQhncGA&m=u9OxTt6a0b4XxAVoFjjG7RmQNYLAIe3smaD2NtY0mhE&s=h5NDyV1_DsR1WIruLOfH3IDrWkYTa8VEHeC3vIiucF4&e=></a>
<br>
<br>
I tried reading them with the dump function but it's way above
my
<br>
comprehension.
<br>
<br>
I know that some applications use wglGetProcAddress to check if
an
<br>
extension if available, but I've seen KOTOR check for the
<br>
WGL_ARB_render_texture, and when it's present it enables frame
buffer
<br>
effects and soft shadows, which use wglMakeContextCurrentARB
(not
<br>
wglBindTexImageARB, I was wrong in my previous mail), which for
some
<br>
reason is a null pointer.
<br>
<br>
////
<br>
<br>
<br>
Il 2017-03-13 14:39, Jose Fonseca ha scritto:
<br>
<blockquote type="cite">On 13/03/17 11:09, Emil Velikov wrote:
<br>
<blockquote type="cite">On 11 March 2017 at 11:51, Federico
Dossena <a class="moz-txt-link-rfc2396E" href="mailto:dossenus91@gmail.com"><dossenus91@gmail.com></a>
<br>
wrote:
<br>
<blockquote type="cite">In the last week I've been trying to
bring an "old" game back to
<br>
life, Star
<br>
Wars Knights of the old republic (KOTOR, for short). It's
from 2003
<br>
and uses
<br>
OpenGL 1.4.
<br>
<br>
I have used Mesa, libtxc_dxtn and some trickery to
decompress the
<br>
textures
<br>
to boost performance, and right now I have it up and
running
<br>
smoothly with
<br>
Gallium on LLVMPipe, compiled on Windows. (I can upload a
copy if
<br>
someone is
<br>
interested). This took me about 2 days of compiling and
figuring out
<br>
stuff.
<br>
<br>
Here's where the weirdness begins:
<br>
Turning on framebuffer effects or soft shadows make the
game crash
<br>
right
<br>
after the menu. Using a disassembler and debugger and what
little
<br>
knowledge
<br>
I have of reverse engineering, I managed to track down the
issue to a
<br>
function which uses wglGetProcAddress to get the addresses
of
<br>
several OpenGL
<br>
functions. Some of these calls return a null pointer (even
if there
<br>
is a
<br>
valid context and it is current), and when the game tries
to call
<br>
them, it
<br>
crashes. The first one that makes it crash is a pointer to
<br>
wglBindTexImageARB, but there are a few others. NOPing the
offending
<br>
instructions did not work, and returning a nop function
just makes
<br>
the game
<br>
display artifacts.
<br>
<br>
</blockquote>
Strange - afaict mesa (st/wgl) exposes both
wglBindTexImageARB and the
<br>
WGL_ARB_render_texture extension.
<br>
You can break on DrvGetProcAddress and trace where/how we
end up with
<br>
NULL function pointer.
<br>
<br>
-Emil
<br>
_______________________________________________
<br>
mesa-dev mailing list
<br>
<a class="moz-txt-link-abbreviated" href="mailto:mesa-dev@lists.freedesktop.org">mesa-dev@lists.freedesktop.org</a>
<br>
<a class="moz-txt-link-freetext" href="https://lists.freedesktop.org/mailman/listinfo/mesa-dev">https://lists.freedesktop.org/mailman/listinfo/mesa-dev</a>
<br>
<br>
</blockquote>
<br>
Federico,
<br>
<br>
You should be using latest master for this. There have been
recent
<br>
changes/fixes to our WGL implementation.
<br>
<br>
<br>
Last fall Brian Paul fixed an issue with WGL extension seen on
KOTOR.
<br>
I'm not sure the the issue has been crossported to Mesa master
yet,
<br>
and it might be unrelated.
<br>
<br>
<br>
Generally speaking, wglGetProcAddress returning NULL by itself
is not
<br>
a problem. Many games wrongly rely on wglGetProcAddress NULL
results
<br>
to detect whether an GL/WGL extension is present (which goes
against
<br>
the spec). Other libraries try to bindly get every possible
<br>
entrypoint through wglGetProcAddress, then check which ones to
use
<br>
based on supported extensions (which is actually fine by the
spec.)
<br>
<br>
<br>
For the record, getting an apitrace is usually useful to debug
this
<br>
sort of issues. One can use apitrace straigh from windows or
with
<br>
WINE -- <a class="moz-txt-link-freetext" href="https://github.com/apitrace/apitrace/wiki/WINE">https://github.com/apitrace/apitrace/wiki/WINE</a>
<br>
<br>
<br>
Jose
<br>
</blockquote>
<br>
<br>
<br>
_______________________________________________
<br>
mesa-dev mailing list
<br>
<a class="moz-txt-link-abbreviated" href="mailto:mesa-dev@lists.freedesktop.org">mesa-dev@lists.freedesktop.org</a>
<br>
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<br>
<br>
</blockquote>
<br>
</blockquote>
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