Running 3D in Virtual Desktop Mode freezes Nvidia hardware

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Greetings.

This is a problem that just started 2 days ago. Neither Wine, nor any config has changed. I even played back an old system backup from when it worked to no avail.

Basically, the problem is this: When 2D apps run in Virtual Desktop Mode, they run fine. As soon as the apps switches to 3D, or is a 3D app to begin with, the following can be observed:

- app works fine for about 10 seconds, displaying normal 3D graphics
- Then, app freezes all Video adapter output. This does include the whole screen, not just the contents of the Virtual Desktop!
- After about 20 more seconds, I can visibly move the mouse again. Everything else is still frozen.
- After a few more seconds, everything seems to resume. The game continues to display 3D content, but with graphical artifacts.
- Finally, the app freezes and the rest of the screen freezes again, never to return.

At this point, I am usually hammering my Winekill keyboard shortcut (executes wineserver -k), but to no avail.
The system is still responding tho. Magic SysRq keys work and I can log in via SSH. I don't know about the other keys, as I only have frozen visual output. Trying to switch the vt does not seem to have any effect.
The only thing I can do at this point is sync my harddrives and reboot.

I redirected the output from one app into a file, to see if there's any suspicious logs. This is the result:

Code:
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 19
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 64
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 70
fixme:d3d_surface:flush_to_framebuffer_drawpixels >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffer(GL_BACK) @ surface.c / 1363
fixme:d3d:apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1464
fixme:d3d:apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1464
fixme:d3d:apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1464
fixme:ddraw:IDirectDrawImpl_WaitForVerticalBlank (0x1379e8)->(1,(nil)): Stub
fixme:quartz:AVISplitter_InitializeStreams stream 1: frames found: 406272, frames meant to be found: 203136
err:d3d:resource_init Out of memory!
err:ddraw:IDirectDrawImpl_CreateNewSurface IWineD3DDevice::CreateSurface failed. hr = 8876017c
err:ddraw:IDirectDrawImpl_CreateSurface IDirectDrawImpl_CreateNewSurface failed with 8876017c
err:d3d:resource_init Out of memory!
err:ddraw:IDirectDrawImpl_CreateNewSurface IWineD3DDevice::CreateSurface failed. hr = 8876017c
err:ddraw:IDirectDrawImpl_CreateSurface IDirectDrawImpl_CreateNewSurface failed with 8876017c
fixme:quartz:AVISplitter_InitializeStreams stream 1: frames found: 406272, frames meant to be found: 203136
fixme:d3d:apply_draw_buffer >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glDrawBuffers() @ context.c / 1464



"out of memory" looks suspiciously like a Memory leak. The games I tested are all pretty lightweight, and surely wouldn't fill the Video memory under normal conditions.
The last GL_INVALID_OPERATION always seems to be present aswell.

Distro: Gentoo AMD64
Card: Geforce 8800GTS 320MB
Driver: 180.29

When playing native 3D games, this problem does not occur. Not even if I play them in windowed mode.

Please don't tell me "not to use Virtual Desktop Mode then". I have a similiar poblem when playing WINE games in normal fullscreen, but it usually lasts a bit longer. I'm currently trying to gather some more info on that and will post when I'm done.

Again, this does not seem to be a problem related to Software. A backup made 3 days ago (the problem only started appearing 2 days ago) results in the same behavior. I already suspected that video card may be bonkers for a while now, but I don't see why native games work just fine then...
Does anyone have any idea what could be the problem here? Any help will be appreciated






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