Hello
Firstly, congrats on Wine 2.0!
I'm an engineer from Riot Games, and we make League of Legends.
We noticed that in the Wine 2.0 release notes, it calls out that the system memory layout of textures
has been changed, specifically because we're writing past the end of a mip level.
We're not doing it on purpose! I just put some code in to create an indirection between the memory
returned by DX9 and what we hand to game systems to fill in, and I haven't caught any bad accesses yet.
We do use some 3rd party middleware to render UI, and I'm wondering if that might be the culprit.
If possible, can we get some info on what is doing this bad access? Callstack, texture size and format, and if possible the actual texture contents would make a massive difference in helping us track this down.
Then you won't need to add hacks to support it (at least for League!)
Thanks!
Paul
Writing past the end of a mip-level
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Re: Writing past the end of a mip-level
There's some info in the bug report, https://bugs.winehq.org/show_bug.cgi?id=34480.
Developers rarely read the forum, so you should ask this on their mailing list.
Developers rarely read the forum, so you should ask this on their mailing list.
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- Newbie
- Posts: 2
- Joined: Tue Jan 24, 2017 10:31 pm
Re: Writing past the end of a mip-level
That bug report has a lot of useful info.
We'll look into it
Thanks!
We'll look into it
Thanks!