Writing past the end of a mip-level

Open forum for end-user questions about Wine. Before asking questions, check out the Wiki as a first step.
Forum Rules
Locked
paul.geerts
Newbie
Newbie
Posts: 2
Joined: Tue Jan 24, 2017 10:31 pm

Writing past the end of a mip-level

Post by paul.geerts »

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
User avatar
dimesio
Moderator
Moderator
Posts: 13208
Joined: Tue Mar 25, 2008 10:30 pm

Re: Writing past the end of a mip-level

Post by dimesio »

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.
paul.geerts
Newbie
Newbie
Posts: 2
Joined: Tue Jan 24, 2017 10:31 pm

Re: Writing past the end of a mip-level

Post by paul.geerts »

That bug report has a lot of useful info.
We'll look into it

Thanks!
Locked