axeldavy
axeldavy
Could you take a small log where you would load a save just before a scene change, trigger the scene change, then exit (best by killing the program) ? To...
thanks for the log. I failed to see exactly what is the cause of the problem though. Is the problem still happening with: . Mesa 13 or older . csmt_force=0
Have you tried setting the large address aware flag on the game exe ? (tools are available on internet for that). Apparently wine with gallium nine uses a bit more...
Did we find a fix ?
does it crash almost instantly, or after some time ?
If in device9.c in the beginning of NineDevice9_DrawIndexedPrimitiveUP you add user_assert(NumVertices, D3D_OK); does it work better ? If not I'd need a debug log with the crash (NINE_DEBUG=all . It...
NineDevice9_DrawIndexedPrimitiveUP( struct NineDevice9 *This, D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertices, UINT PrimitiveCount, const void *pIndexData, D3DFORMAT IndexDataFormat, const void *pVertexStreamZeroData, UINT VertexStreamZeroStride ) { struct pipe_vertex_buffer vbuf; struct pipe_index_buffer ibuf;...
I can't reproduce the error with the demo. I'd really like a crash log with NINE_DEBUG=all (and mesa built with --enable-debug)
Maybe debug build doesn't trigger the bug. Could you run with csmt_force=0 NINE_DEBUG=all then when you are at a point of the benchmark where you know it would crash, you...
Hum, interesting information. Would it be possible for you to create a game log with NINE_DEBUG=all (needs mesa built with --enable-debug) ? Thanks for the investigation @imirkin