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kjliew avatar kjliew commented on August 11, 2024

Sourcing the PC DEMO from archive.org
https://archive.org/details/LegoIndianaJones-Demo-PC

I couldn't reproduce the same error, Console logs looked similar, without the X error in the end. The game seems to be a well-behave d3d9 implementation which is typically highly compatible with Wine implementation.

Screenshot from 2024-05-03 13-57-15

You will have to provide more details, including the QEMU invocation command line and meson-log.txt on how QEMU was built. You can also help to check if the DEMO will produce the X error on your QEMU build.

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edleam avatar edleam commented on August 11, 2024

Thanks for your reply. I have downloaded the demo version from archive.org and I face the same error. I have also Lego Indiana Jones 2 which faces same issue.

mesapt: DLL loaded
glcntx: ChoosePixelFormat()
glcntx: FBConfig 0x118 visual 0x021 nAux 0 nSamples 0 0 vidMode 1
glcntx: MESAGL window [native 0x3600043] ready
mesapt: ..hooked timeGetTime
glcntx: SetPixelFormat()
mesapt: wglCreateContext cntx 0 curr 0
mesapt: wglMakeCurrent cntx 1 curr 0 lvl 0
mesapt: 22d4e46-16:35:42 Apr 28 2024 build WRAPGL32
mesapt: VertexArrayCache 32MB
mesapt: DispTimerSched 2000ms
mesapt: MappedBufferObject One-copy
mesapt: Guest GL Extensions pass-through for Year ALL Length ANY
mesapt: AMD Radeon Graphics (radeonsi, rembrandt, LLVM 16.0.6, DRM 3.57, 6.8.8-2-MANJARO) [ 82 ]
mesapt: wglCreateContextAttribsARB cntx 1 curr 0 ret 1 zero
mesapt: wglMakeCurrent cntx 1 curr 0 lvl 0
mesapt: 22d4e46-16:35:42 Apr 28 2024 build WRAPGL32
mesapt: VertexArrayCache 32MB
mesapt: DispTimerSched 2000ms
mesapt: MappedBufferObject One-copy
mesapt: Guest GL Extensions pass-through for Year ALL Length ANY  ✔
mesapt: AMD Radeon Graphics (radeonsi, rembrandt, LLVM 16.0.6, DRM 3.57, 6.8.8-2-MANJARO) [ 82 ]
mesapt: AMD [ 4 ]
mesapt: 4.6 (Core Profile) Mesa 24.0.2-manjaro1.1 [ 42 ]
mesapt: 4.60 [ 5 ]
mesapt: Wine-6.0.4 Direct3D build 17:45:06 May 9 2023
mesapt: wglDeleteContext cntx 1 curr 1 lvl 0
mesapt: VertexArrayStats: elemMax 000000 vertexCache 0000
mesapt: MGLStats: fifo 0x0000044 data 0x0000028
mesapt: wglCreateContextAttribsARB cntx 1 curr 0 ret 1 zero
mesapt: wglMakeCurrent cntx 1 curr 0 lvl 0
mesapt: 22d4e46-16:35:42 Apr 28 2024 build WRAPGL32
mesapt: VertexArrayCache 32MB
mesapt: DispTimerSched 2000ms
mesapt: MappedBufferObject One-copy
mesapt: Guest GL Extensions pass-through for Year ALL Length ANY
glcntx: wglSwapIntervalEXT(0) ret 1
mesapt: wglCreateContextAttribsARB cntx 1 curr 1 ret 1 incr
mesapt: wglMakeCurrent cntx 1 curr 1 lvl 1
mesapt: wglMakeCurrent cntx 1 curr 1 lvl 0
X Error of failed request: BadAccess (attempt to access private resource denied)
Major opcode of failed request: 152 (GLX)
Minor opcode of failed request: 26 (X_GLXMakeContextCurrent)
Serial number of failed request: 80
Current serial number in output stream: 80

meson-log.txt

QEMU invocation as follows:
/qemu-system-x86_64 -display sdl -m 2G -vga std -device lsi -device ac97
-hda "/home/myuser/VM/xp.qcow2" -M pc,accel=kvm,hpet=off -cpu host -smp 2 -boot menu=off
-usbdevice mouse
-netdev user,id=n0 -device e1000,netdev=n0

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kjliew avatar kjliew commented on August 11, 2024

Remove -smp 2 from QEMU invocation. For some games, SMP can sometimes cause troubles for WineD3D.

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edleam avatar edleam commented on August 11, 2024

The games are running without crash after removing -smp 2 . Thanks

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kjliew avatar kjliew commented on August 11, 2024

You should be able to retain -smp 2 in QEMU invocation when you sync and rebuild your QEMU package.

Thank you for reporting the issue.

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