Created attachment 142586 [details] Game main menu Picture is bad with nine enabled and good when nine disabled. Intro video displays correct, also gallium HUD displays correct to.
Created attachment 142587 [details] Log with nine enabled Game running with GALLIUM_HUD="fps,requested-VRAM" LIBGL_DEBUG=verbose GALLIUM_PRINT_OPTIONS=all ST_DEBUG=constants EGL_LOG_LEVEL=debug MESA_DEBUG=3 NINE_DEBUG=all WINEDEBUG=d3d9nine,d3d9
Created attachment 142588 [details] Log with nine disabled Same env variables as with nine enabled.
Created attachment 142590 [details] Wine backtrace of game segfault In doubt is this relevant, but game also segfaults with this backtrace when pressing "New game".
Created attachment 142594 [details] Better bakctrace Rerun with dbg version of libd3dadapter9-mesa
Mesa needs to be built with --enable-debug to have NINE_DEBUG=all do anything. I can see though that two mmaps are failing on the log with nine. Getting a new log with NINE_DEBUG=all would help find what causes the failed mmap, and what arguments were used for the crashing call.
Is the game 32 bits ? One thing you may want to try is to use a tool to make the exe large space aware. Possibly you run out of virtual space (wine restricts available space without large space aware, and some linux libs take more space than on windows)
After looking further, the crash observed seems to be NineVolumeTexture9 missing checks to properly exit on memory allocation failures. I'll send a fix for this, but it won't help the game work. I suspect the problem is as suggested not enough memory available.
Game works for me with nine, but only after setting LARGE_ADDRESS_AWARE manually on DAOrigins.exe. (It seems to work without on low texture details, but I guess it'll crash at some point eventually).
You can also try to reduce the memory footprint of pulseaudio, see the trick described here: https://www.winehq.org/pipermail/wine-devel/2018-November/134954.html
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