Call of Duty 4 black screen and error

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Bslashingu
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Posts: 2
Joined: Sun Jun 01, 2008 9:00 pm

Call of Duty 4 black screen and error

Post by Bslashingu »

When I try to run Call of Duty 4 on Wine 1.0 rc3 compiled from source with the 3dmark and nVidia patches, I get a black screen when I try to run the game and an error just loops in the console

Code: Select all

fixme:win:EnumDisplayDevicesW ((null),0,0x32f91c,0x00000000), stub!
fixme:d3d:IWineD3DImpl_CheckDeviceMultiSampleType Quality levels
unsupported at present
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:IWineD3DVolumeImpl_LockBox (0x18960df8) : pBox=(nil) stub
fixme:d3d_surface:flush_to_framebuffer_drawpixels >>>>>>>>>>>>>>>>>
GL_INVALID_VALUE (0x501) from glDrawPixels @ surface.c / 1006
fixme:d3d:state_separateblend (WINED3DRS_SEPARATEALPHABLENDENABLE,1) not
yet implemented
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)
@ state.c / 2531
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)
@ state.c / 2531
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)
@ state.c / 2531
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)
@ state.c / 2531
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d9:IDirect3DDevice9Impl_CreateSurface (0x1a5fb0) call to
IWineD3DDevice_CreateSurface failed
fixme:d3d9:D3D9CB_CreateSurface (0x1a5fb0)
IDirect3DDevice9_CreateSurface failed
fixme:d3d:IWineD3DDeviceImpl_CreateTexture Failed to create surface
0x1fccbd70
fixme:d3d9:IDirect3DDevice9Impl_CreateTexture (0x1a5fb0) call to
IWineD3DDevice_CreateTexture failed
Segmentation fault 
I'm using OpenSUSE 10.3. 64 bit KDE4 edition

Some of my system specs-

nVidia Geforce 8600 GT
AMD Athlon 64 3500+
1gb RAM

If anybody could help out, it'd be greatly appreciated.
Rico
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Re: Call of Duty 4 black screen and error

Post by Rico »

Bslashingu wrote:When I try to run Call of Duty 4 on Wine 1.0 rc3 compiled from source with the 3dmark and nVidia patches, I get a black screen when I try to run the game and an error just loops in the console
Probably you have enabled AntiAliasing. Could you try to disable it in the in game graphic options?

Could you describe your problem a little bit more? Where does the game crash (Intro video, Starting a new game, ...) or is the "Segmentation fault" because you killed the game? Which gpu driver do you have? Does the demo have the same behavior? What setting do you use in wine (OffscreenRenderingMode, GLSL, Fullscreen/window, ...)?
Bslashingu
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Post by Bslashingu »

I'd disable anti-aliasing...

If I could get into the game in the first place.

When I boot it up, it's just black. I can't see anything. I can hear the movies and the menu music, but I have to force quit out of it.
Rico
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Post by Rico »

Bslashingu wrote:I'd disable anti-aliasing...

If I could get into the game in the first place.

When I boot it up, it's just black. I can't see anything. I can hear the movies and the menu music, but I have to force quit out of it.
Could you please answer the following questions:

Code: Select all

Which gpu driver do you have? Does the demo have the same behavior? What setting do you use in wine (OffscreenRenderingMode, GLSL, Fullscreen/window, ...)?
Tlarhices
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Post by Tlarhices »

Rico wrote:
Bslashingu wrote:I'd disable anti-aliasing...

If I could get into the game in the first place.

When I boot it up, it's just black. I can't see anything. I can hear the movies and the menu music, but I have to force quit out of it.
Could you please answer the following questions:

Code: Select all

Which gpu driver do you have? Does the demo have the same behavior? What setting do you use in wine (OffscreenRenderingMode, GLSL, Fullscreen/window, ...)?
I've just tried it with the demo and I'm in the same case, same output and black screen. I also have a message box from the game saying that directX has failed.
I have an nvidia geforce 9600gt with the driver 173.14.05 and is performing well with other 3D games in wine.
The same behavior occur using fullscreen and virtual desktop and I didn't played with other parameters in wine.
Tested on Ubuntu hardy without compiz and without pulseaudio.
With today's GIT and the 3Dmark patch.
I tested with the versions reported as working on the AppDB and the behavior is the same for me, so not a regression.
Rico
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Post by Rico »

Tlarhices wrote:I've just tried it with the demo and I'm in the same case, same output and black screen. I also have a message box from the game saying that directX has failed.
I have an nvidia geforce 9600gt with the driver 173.14.05 and is performing well with other 3D games in wine.
The same behavior occur using fullscreen and virtual desktop and I didn't played with other parameters in wine.
Tested on Ubuntu hardy without compiz and without pulseaudio.
With today's GIT and the 3Dmark patch.
I tested with the versions reported as working on the AppDB and the behavior is the same for me, so not a regression.
With driver version 173.14.05 I got an GL_OUT_OF_MEMORY very fast (after 2 minutes of playing the game - VIRTMEM>4096). With version 171.06 I could play about 5 minutes. I couldn't produce the black screen, so it could be a problem with your card or how wine handles the card ( 8600/9600 vs 8800 ).

I've applied this patch to get the game working, probably you could give it a try? Is your patch (3Dmark patch) doing the same?

Code: Select all

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 32f7323..22c4287 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -846,7 +846,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
         }
         if (gl_info->supported[ARB_MULTITEXTURE]) {
             glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
-            gl_info->max_textures = min(MAX_TEXTURES, gl_max);
+	    gl_info->max_textures = 8;
             TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
 
             if (gl_info->supported[NV_REGISTER_COMBINERS]) {
@@ -3174,7 +3174,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
     pCaps->MaxVertexBlendMatrixIndex   = 0;
 
     pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
-    pCaps->MaxPointSize    = GL_LIMITS(pointsize);
+    pCaps->MaxPointSize    = 64.0f;
 
 
     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
Tlarhices
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Post by Tlarhices »

Rico wrote:
Tlarhices wrote:I've just tried it with the demo and I'm in the same case, same output and black screen. I also have a message box from the game saying that directX has failed.
I have an nvidia geforce 9600gt with the driver 173.14.05 and is performing well with other 3D games in wine.
The same behavior occur using fullscreen and virtual desktop and I didn't played with other parameters in wine.
Tested on Ubuntu hardy without compiz and without pulseaudio.
With today's GIT and the 3Dmark patch.
I tested with the versions reported as working on the AppDB and the behavior is the same for me, so not a regression.
With driver version 173.14.05 I got an GL_OUT_OF_MEMORY very fast (after 2 minutes of playing the game - VIRTMEM>4096). With version 171.06 I could play about 5 minutes. I couldn't produce the black screen, so it could be a problem with your card or how wine handles the card ( 8600/9600 vs 8800 ).

I've applied this patch to get the game working, probably you could give it a try? Is your patch (3Dmark patch) doing the same?

Code: Select all

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 32f7323..22c4287 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -846,7 +846,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
         }
         if (gl_info->supported[ARB_MULTITEXTURE]) {
             glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
-            gl_info->max_textures = min(MAX_TEXTURES, gl_max);
+	    gl_info->max_textures = 8;
             TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
 
             if (gl_info->supported[NV_REGISTER_COMBINERS]) {
@@ -3174,7 +3174,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
     pCaps->MaxVertexBlendMatrixIndex   = 0;
 
     pCaps->MaxAnisotropy   = GL_LIMITS(anisotropy);
-    pCaps->MaxPointSize    = GL_LIMITS(pointsize);
+    pCaps->MaxPointSize    = 64.0f;
 
 
     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
I was using the patch linked on the appdb page which does a little bit more.
With your patch the bug is worst (if I can say so) instead of earing the sound and music without having video, it makes the game stop displaying a box saying :
DirectX encountered an unrecoverable error.
Check the readme for possible solutions.
And clicking OK (the only button) will exit the game.

The log with this patch is:

Code: Select all

fixme:d3d:IWineD3DImpl_FillGLCaps OpenGL implementation supports 32 vertex samplers and 32 total samplers
fixme:d3d:IWineD3DImpl_FillGLCaps Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers
fixme:win:EnumDisplayDevicesW ((null),0,0x32f8e4,0x00000000), stub!
err:d3d:CreateContext Requesting MultiSampleType=4
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 514
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 514
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 514
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 514
fixme:d3d9:IDirect3DDevice9Impl_CreateIndexBuffer (0x1a5458) call to IWineD3DDevice_CreateIndexBuffer failed
err:d3d:CreateContext Requesting MultiSampleType=4
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 514
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 514
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 514
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 514
fixme:d3d:IWineD3DVolumeImpl_LockBox (0x188428) : pBox=(nil) stub
fixme:winmm:MMDRV_Exit Closing while ll-driver open
Segmentation fault
Rico
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Post by Rico »

Could you try with a new .wine directory? Probably there is something messed up?
And I have NO dll overrides. Do you have dll overrides?
Tlarhices
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Post by Tlarhices »

Rico wrote:Could you try with a new .wine directory? Probably there is something messed up?
And I have NO dll overrides. Do you have dll overrides?
It was a new .wine without overrides, additions or tuning.
The only change was to use the patch.

I'll try to play with the settings this weekend and if nothing works open a bug report, it might be something new due to the nvidia 8600/9600 card.
Rico
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Post by Rico »

Tlarhices wrote:It was a new .wine without overrides, additions or tuning.
The only change was to use the patch.

I'll try to play with the settings this weekend and if nothing works open a bug report, it might be something new due to the nvidia 8600/9600 card.
Could you attach the output of glxinfo | grep direct ? And if possible the output of a +d3d log (as zip uploaded somewhere)?
vitamin
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Re: Call of Duty 4 black screen and error

Post by vitamin »

Bslashingu wrote:When I try to run Call of Duty 4 on Wine 1.0 rc3 compiled from source with the 3dmark and nVidia patches, I get a black screen when I try to run the game and an error just loops in the console
Please try wine-1.0-rc4. It has a fix for "black screen" output in some games.
Tlarhices
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Re: Call of Duty 4 black screen and error

Post by Tlarhices »

Rico wrote: Could you attach the output of glxinfo | grep direct ? And if possible the output of a +d3d log (as zip uploaded somewhere)?
I have direct rendering working. (direct rendering: Yes)
And the trace can be found as attachment of the bug report :
http://bugs.winehq.org/show_bug.cgi?id=13736
vitamin wrote: Please try wine-1.0-rc4. It has a fix for "black screen" output in some games.
I have tried and here the game just segfault. No messages, no sound.
espinosa_cz
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Post by espinosa_cz »

Same with me. But I have an older nvidia card.
NVidia GeForce Go 7200
Driver: 173.14.09
Tested versions:
wine 1.1.0 + 3D mark patch without dll overides
wine 1.1.1 + 3D mark patch with and without dll overrides
Compiled with gcc 3.3.6

It first shows a dialog:
It appears that Call of Duty 4: Modern Warfare did not quit properly the last time it ran. Do you want to run the game in the safe mode?
This is recommended for most people
It will change your system settings but not your controls.
Yes - No - Cancel

Whatever I press it gave me a black screen, resolution is changed to 1024 x 768 and then program segfauls:

Code: Select all

[espinosa@pavilon Call of Duty 4 - Modern Warfare Demo]$ wine iw3sp.exe
fixme:win:EnumDisplayDevicesW ((null),0,0x32f8e4,0x00000000), stub!
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:IWineD3DVolumeImpl_LockBox (0x1c4f98) : pBox=(nil) stub
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ state.c / 2558
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ state.c / 2558
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ state.c / 2558
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ state.c / 2558
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 517
fixme:d3d9:IDirect3DDevice9Impl_CreateIndexBuffer (0x164548) call to IWineD3DDevice_CreateIndexBuffer failed
fixme:d3d9:IDirect3DDevice9Impl_CreateSurface (0x164548) call to IWineD3DDevice_CreateSurface failed
fixme:d3d9:D3D9CB_CreateSurface (0x164548) IDirect3DDevice9_CreateSurface failed
fixme:d3d:IWineD3DDeviceImpl_CreateTexture Failed to create surface  0xf285278
fixme:d3d9:IDirect3DDevice9Impl_CreateTexture (0x164548) call to IWineD3DDevice_CreateTexture failed
Segmentation fault
[espinosa@pavilon Call of Duty 4 - Modern Warfare Demo]$ 
[/code]
espinosa_cz
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Post by espinosa_cz »

No luck even with the latest git version of wine with no 3D mark patch :(

Code: Select all

$ wine --version wine-1.1.2-307-g520ab5c
espinosa_cz
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Post by espinosa_cz »

Just to remark - I have demoversion of CoD4:MW not the full game.
I made no suggested performance changes (ie LOD textures).
I reinstalled again the whole game, cleared .wine and tried.
This time there was no dialog, just a black screen, resolution change and then and then usual error. The log is shorten but the error is the same.

Code: Select all

[espinosa@pavilon Call of Duty 4 - Modern Warfare Demo]$ wine iw3sp.exe
fixme:win:EnumDisplayDevicesW ((null),0,0x32f92c,0x00000000), stub!
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:IWineD3DVolumeImpl_LockBox (0xc245338) : pBox=(nil) stub
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d9:IDirect3DDevice9Impl_CreateSurface (0x16faf0) call to IWineD3DDevice_CreateSurface failed
fixme:d3d9:D3D9CB_CreateSurface (0x16faf0) IDirect3DDevice9_CreateSurface failed
fixme:d3d:IWineD3DDeviceImpl_CreateTexture Failed to create surface  0x111c5b20
fixme:d3d9:IDirect3DDevice9Impl_CreateTexture (0x16faf0) call to IWineD3DDevice_CreateTexture failed
Segmentation fault
[espinosa@pavilon Call of Duty 4 - Modern Warfare Demo]$ 
espinosa_cz
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Post by espinosa_cz »

Tried older nvidia driver 100.14.23
The same error again :(

Code: Select all

[espinosa@pavilon ~]$ glxinfo
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_EXT_texture_from_pixmap, GLX_ARB_multisample, GLX_NV_float_buffer,
    GLX_ARB_fbconfig_float
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float,
    GLX_EXT_fbconfig_packed_float, GLX_EXT_texture_from_pixmap,
    GLX_EXT_framebuffer_sRGB
GLX version: 1.3
GLX extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_EXT_texture_from_pixmap, GLX_ARB_multisample, GLX_NV_float_buffer,
    GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce Go 7200/PCI/SSE2
OpenGL version string: 2.1.1 NVIDIA 100.14.23
OpenGL extensions:
    GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_imaging,
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,
    GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
    GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float,
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float,
    GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add,
    GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
    GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_draw_range_elements,
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
    GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,
    GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,
    GL_EXT_stencil_clear_tag, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,
    GL_EXT_texture3D, GL_EXT_texture_compression_s3tc,
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod,
    GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
    GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_timer_query,
    GL_EXT_vertex_array, GL_IBM_rasterpos_clip,
    GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square,
    GL_NV_copy_depth_to_color, GL_NV_depth_clamp, GL_NV_fence,
    GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragment_program,
    GL_NV_fragment_program_option, GL_NV_fragment_program2,
    GL_NV_framebuffer_multisample_coverage, GL_NV_half_float,
    GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,
    GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,
    GL_NV_register_combiners2, GL_NV_texgen_reflection,
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
    GL_NV_texture_expand_normal, GL_NV_texture_rectangle,
    GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program,
    GL_NV_vertex_program1_1, GL_NV_vertex_program2,
    GL_NV_vertex_program2_option, GL_NV_vertex_program3,
    GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,
    GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum

   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x21 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x22 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
...
0x97 32 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  4 1 Ncon
0x98 32 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  4 1 Ncon
[espinosa@pavilon ~]$       
P.S.
With the latest git wine it is not possible to install DirectX9c (redistributable exe from March or June) anymore :( Unpacking (InstallShield) is OK but calling wine DXSETUP.exe fails.
espinosa_cz
Level 1
Level 1
Posts: 5
Joined: Tue Aug 05, 2008 6:05 pm

Post by espinosa_cz »

Bingo!
I had to set VideoMemorySize manually.
See: http://wiki.winehq.org/UsefulRegistryKeys
I set 256.
I don't know how much memory has my card I set 256 and that did it :)
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