Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround"enabled

2008-11-12 Thread Robert Osfield
Hi Wojtek & Marco,

Could you one of your guys implement that original workaround as a
runtime optional flag in GraphicsWindowWin32, with an env var settings
it's default value.  I'd suggest that this workaround is now to set
off.

Wojtek, do you know what driver version numbers were affected by the
original problem?  I'm wondering if this variable could be set
automatically based on detecting the NVidia driver.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround"enabled

2008-11-12 Thread Wojciech Lewandowski

Hi Marco,

I agree. This definitely looks like a bug. But it might be related to 
particular card. I tried today Vista x64 with 178.24 on GeForce 280 GTX. 
Everything was ok. Both osgviewer and my example ran fine.


Cheers,
Wojtek


Hi Wojtek,

your test case behaves exactly as osgViewer does. The app crashes when 
wglMakeCurrent() gets called for the second time. Setting 
repeatMakeCurrent to 0 fixes the crash.
One thing I forgot to say, is that it doesn't always crash: the 
success/failure ratio is about 1 to 15. This applies to both osgViewer and 
your test program.
Also, it seems that forcing the "multithreaded optimization" option to 
"enabled" in the nVIDIA Control Panel (it defaulted to "automatic" in my 
driver) makes things work. I still consider this a driver bug, however, 
because leaving an optional optimization to its default value should never 
crash applications.


Marco


--
From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
Sent: Wednesday, November 12, 2008 11:42 AM
To: 
Subject: Re: [osg-users] crash 
with"multimonitormultithreadnVIDIAworkaround" enabled



Hi Marco,

Here it is. My server does not like sending exectuables. I hope You don't
mind VS 9.0 source & solution.

Example is as simple as multithreaded opengl example can be. WindowOGL 
class

does initlaization in one thread and rendering in the other thread. Its
repeatMakeCurrent variable is set to 1 by default which means that each
makeCurrentContext will be repeated once.  So if everything goes exactly
like with osgViewer it should the crash there. If you find that example
works, try runing with repeatMakeCurrent set to 0 and check if the screen 
is

all green (does not display red triangle). Red triangle would mean that
drivers have remained broken.

Thanks a lot.
Wojtek Lewandowski



Thanks, Marco.

I will send this code tomorrow from my office. I don't have it at home.

Cheers,
Wojtek

Hi Wojtek,


Its really weird. I am pretty much sure we have tested this with Vista
x64,
but maybe not the latest drivers. May I send you simpified OpenGL only
repro
I have sent to NVidia as a bug report ? I am curious if the crash will
happen with it as well ?


Sure, I'm glad to help.

Marco


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org







___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround" enabled

2008-11-12 Thread Marco Jez

Hi Wojtek,

your test case behaves exactly as osgViewer does. The app crashes when 
wglMakeCurrent() gets called for the second time. Setting repeatMakeCurrent 
to 0 fixes the crash.
One thing I forgot to say, is that it doesn't always crash: the 
success/failure ratio is about 1 to 15. This applies to both osgViewer and 
your test program.
Also, it seems that forcing the "multithreaded optimization" option to 
"enabled" in the nVIDIA Control Panel (it defaulted to "automatic" in my 
driver) makes things work. I still consider this a driver bug, however, 
because leaving an optional optimization to its default value should never 
crash applications.


Marco


--
From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
Sent: Wednesday, November 12, 2008 11:42 AM
To: 
Subject: Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround" 
enabled



Hi Marco,

Here it is. My server does not like sending exectuables. I hope You don't
mind VS 9.0 source & solution.

Example is as simple as multithreaded opengl example can be. WindowOGL 
class

does initlaization in one thread and rendering in the other thread. Its
repeatMakeCurrent variable is set to 1 by default which means that each
makeCurrentContext will be repeated once.  So if everything goes exactly
like with osgViewer it should the crash there. If you find that example
works, try runing with repeatMakeCurrent set to 0 and check if the screen 
is

all green (does not display red triangle). Red triangle would mean that
drivers have remained broken.

Thanks a lot.
Wojtek Lewandowski



Thanks, Marco.

I will send this code tomorrow from my office. I don't have it at home.

Cheers,
Wojtek

Hi Wojtek,


Its really weird. I am pretty much sure we have tested this with Vista
x64,
but maybe not the latest drivers. May I send you simpified OpenGL only
repro
I have sent to NVidia as a bug report ? I am curious if the crash will
happen with it as well ?


Sure, I'm glad to help.

Marco


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org







___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org