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I managed to fix the patch and apply it to mesa master, but I'm
getting the same result as with my stub. The crash is still the
same, in glu32.dll, I wonder if the GLU that you guys have in your
repo will work any better. I tried to crosscompile it but without
luck, any instructions?<br>
<br>
Still, I want to thank all of you for helping me out on this one.
I've been fixing old games for years but this one has always been my
nemesis.<br>
<br>
<br>
<div class="moz-cite-prefix">Il 2017-03-16 19:04, Brian Paul ha
scritto:<br>
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<blockquote
cite="mid:F929EAEB-6743-44BF-989F-8C61161793DF@vmware.com"
type="cite">
<pre wrap="">Patch for implementing WGL_ARB_make_current_read attached. I can’t test it at the moment since I’m not near my Windows development environment. Let me know what you find.
-Brian
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<pre wrap="">On Mar 15, 2017, at 12:26 PM, Federico Dossena <a class="moz-txt-link-rfc2396E" href="mailto:dossenus91@gmail.com"><dossenus91@gmail.com></a> wrote:
That's good, can't wait to see your implementation.
I have tried to simply return wglMakeCurrent(hReadDC,hglrc); but then I get a crash in gluBuild2DMipmaps (not mesa, glu32.dll). According to the specification, it should work, or at least draw some glitches.
Looking at the parameters passed by the game to wglMakeContextCurrentARB, I see that hReadDC and hDrawDC are the same so I guess they intended to use it as a replacement for wglMakeCurrent, but still, it's not working. So, does wglMakeContextCurrentARB do something else in addition to that?
Il 2017-03-15 15:50, Jose Fonseca ha scritto:
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<blockquote type="cite">
<pre wrap="">VMware maintains a Windows OpenGL driver based off Mesa source.
We typically open source most of our modifications, but these haven't been yet open sourced. No particular reason I believe. We've been just busy with other stuff.
The simplest shim would be to invoke wglMakeCurrent from wglMakeContextCurrentARB, ignoring exttra arg.
Jose
On 15/03/17 14:31, Federico Dossena wrote:
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<pre wrap="">Where can I find that implementation?
Also, is there an alternative to that function? As in a snippet of code
that does the same thing and can be used to create a "shim"?
It's so old, I can barely find documentation about it...
On March 15, 2017 2:42:35 PM GMT+01:00, Jose Fonseca
<a class="moz-txt-link-rfc2396E" href="mailto:jfonseca@vmware.com"><jfonseca@vmware.com></a> wrote:
It looks like wglMakeContextCurrentARB too has been implemented
internally but not yet crossported.
It's far from trivial (especially because Microsoft ICD interface never
was designed to allow implementations to provide alternative
imlpementations of functions like wglMakeCurrent or wglCreateContext)
though in the way you're using it, it's less important, as the original
opengl32.dll is never used.
I don't know how much effort / time it takes to crossport this and other
outstanding patches to master, but my guess is that it would be more
effective to wait a bit.
Jose
On 15/03/17 06:35, Federico Dossena wrote:
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.
I tried returning FALSE but the game has no fallback, it just
ignores
the return values and assumes that everything is fine.
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://urldefense.proofpoint.com/v2/url?u=https-3A__www.khronos.org_registry_OpenGL_extensions_ARB_WGL-5FARB-5Fmake-5Fcurrent-5Fread.txt&d=DwIGaQ&c=uilaK90D4TOVoH58JNXRgQ&r=Ie7_encNUsqxbSRbqbNgofw0ITcfE8JKfaUjIQhncGA&m=SWh6lT89FsLAyTgJ-rsJ9RAojPix3V1ZDKyBjIR31pI&s=fUdpS5GuTWuLy5BFTEQD_f8_MfXcrh7ZeLWr6WDKvk0&e=">https://urldefense.proofpoint.com/v2/url?u=https-3A__www.khronos.org_registry_OpenGL_extensions_ARB_WGL-5FARB-5Fmake-5Fcurrent-5Fread.txt&d=DwIGaQ&c=uilaK90D4TOVoH58JNXRgQ&r=Ie7_encNUsqxbSRbqbNgofw0ITcfE8JKfaUjIQhncGA&m=SWh6lT89FsLAyTgJ-rsJ9RAojPix3V1ZDKyBjIR31pI&s=fUdpS5GuTWuLy5BFTEQD_f8_MfXcrh7ZeLWr6WDKvk0&e=</a> but it's pretty vague:
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>.
How do I do that? Do I have to copy the frame buffer? Or just the
pointer? Or am I completely off road?
Thanks for helping me out ;)
Il 2017-03-14 03:44, Brian Paul ha scritto:
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.
-Brian
On 03/13/2017 10:55 AM, Federico Dossena wrote:
Hi Jose, thanks for replying, I've seen your name inside
many files in
mesa ;)
I have tried mesa master (previously I was using 17.0.1)
but it still
crashes for the same null pointer.
Do you have a link to that patch you've mentioned for kotor?
I have used apitrace and took traces of both the nvidia
driver (which
runs kotor) and mesa (up until the crash).
Here's a link to them:
<a class="moz-txt-link-freetext" href="https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B6qj91UlSYlYa3dIM0FtaHNULW8_view-3Fusp-3Dsharing&d=DwIGaQ&c=uilaK90D4TOVoH58JNXRgQ&r=Ie7_encNUsqxbSRbqbNgofw0ITcfE8JKfaUjIQhncGA&m=SWh6lT89FsLAyTgJ-rsJ9RAojPix3V1ZDKyBjIR31pI&s=wIA0rhmz7LTqJQNdsTCWPhjT8WafJsNAPOxM5IYqZg0&e=">https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B6qj91UlSYlYa3dIM0FtaHNULW8_view-3Fusp-3Dsharing&d=DwIGaQ&c=uilaK90D4TOVoH58JNXRgQ&r=Ie7_encNUsqxbSRbqbNgofw0ITcfE8JKfaUjIQhncGA&m=SWh6lT89FsLAyTgJ-rsJ9RAojPix3V1ZDKyBjIR31pI&s=wIA0rhmz7LTqJQNdsTCWPhjT8WafJsNAPOxM5IYqZg0&e=</a>
<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>
I tried reading them with the dump function but it's way
above my
comprehension.
I know that some applications use wglGetProcAddress to
check if an
extension if available, but I've seen KOTOR check for the
WGL_ARB_render_texture, and when it's present it enables
frame buffer
effects and soft shadows, which use
wglMakeContextCurrentARB (not
wglBindTexImageARB, I was wrong in my previous mail),
which for some
reason is a null pointer.
////
Il 2017-03-13 14:39, Jose Fonseca ha scritto:
On 13/03/17 11:09, Emil Velikov wrote:
On 11 March 2017 at 11:51, Federico Dossena
<a class="moz-txt-link-rfc2396E" href="mailto:dossenus91@gmail.com"><dossenus91@gmail.com></a>
wrote:
In the last week I've been trying to bring
an "old" game back to
life, Star
Wars Knights of the old republic (KOTOR, for
short). It's from 2003
and uses
OpenGL 1.4.
I have used Mesa, libtxc_dxtn and some
trickery to decompress the
textures
to boost performance, and right now I have
it up and running
smoothly with
Gallium on LLVMPipe, compiled on Windows. (I
can upload a copy if
someone is
interested). This took me about 2 days of
compiling and figuring out
stuff.
Here's where the weirdness begins:
Turning on framebuffer effects or soft
shadows make the game crash
right
after the menu. Using a disassembler and
debugger and what little
knowledge
I have of reverse engineering, I managed to
track down the issue to a
function which uses wglGetProcAddress to get
the addresses of
several OpenGL
functions. Some of these calls return a null
pointer (even if there
is a
valid context and it is current), and when
the game tries to call
them, it
crashes. The first one that makes it crash
is a pointer to
wglBindTexImageARB, but there are a few
others. NOPing the offending
instructions did not work, and returning a
nop function just makes
the game
display artifacts.
Strange - afaict mesa (st/wgl) exposes both
wglBindTexImageARB and the
WGL_ARB_render_texture extension.
You can break on DrvGetProcAddress and trace
where/how we end up with
NULL function pointer.
-Emil
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Federico,
You should be using latest master for this. There
have been recent
changes/fixes to our WGL implementation.
Last fall Brian Paul fixed an issue with WGL
extension seen on KOTOR.
I'm not sure the the issue has been crossported to
Mesa master yet,
and it might be unrelated.
Generally speaking, wglGetProcAddress returning NULL
by itself is not
a problem. Many games wrongly rely on
wglGetProcAddress NULL results
to detect whether an GL/WGL extension is present
(which goes against
the spec). Other libraries try to bindly get every
possible
entrypoint through wglGetProcAddress, then check
which ones to use
based on supported extensions (which is actually
fine by the spec.)
For the record, getting an apitrace is usually
useful to debug this
sort of issues. One can use apitrace straigh from
windows or with
WINE -- <a class="moz-txt-link-freetext" href="https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_apitrace_apitrace_wiki_WINE&d=DwIGaQ&c=uilaK90D4TOVoH58JNXRgQ&r=Ie7_encNUsqxbSRbqbNgofw0ITcfE8JKfaUjIQhncGA&m=SWh6lT89FsLAyTgJ-rsJ9RAojPix3V1ZDKyBjIR31pI&s=Dqed5TB98LDF0BfqxZagu3S40Um8dCPYfCVeBmIEytU&e=">https://urldefense.proofpoint.com/v2/url?u=https-3A__github.com_apitrace_apitrace_wiki_WINE&d=DwIGaQ&c=uilaK90D4TOVoH58JNXRgQ&r=Ie7_encNUsqxbSRbqbNgofw0ITcfE8JKfaUjIQhncGA&m=SWh6lT89FsLAyTgJ-rsJ9RAojPix3V1ZDKyBjIR31pI&s=Dqed5TB98LDF0BfqxZagu3S40Um8dCPYfCVeBmIEytU&e=</a>
Jose
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