On 11-02-25 05:52 PM, DRC wrote:
> As far as what to call the X servers, I've taken to using the terms "2D
> X server" and "3D X server" in the VGL documentation.
>
> I was able to reproduce the failure using my systems.  I tried setting
> VGL_X11TRAP=1 to force X11 to call xhandler() in faker.cpp, but given
> that the application is running in WINE, I haven't been able to figure
> out how to get a reasonable stack trace out of it.
>
> I also went as far as to clone the GIT repository and examine the
> changes between 1.3.10 and 1.3.11, but nothing stands out as being
> problematic.  What I was looking for was the introduction of a new glX
> call that had a Display * argument.  Those are generally the calls that
> VirtualGL has to intercept.  The only GLX calls WINE makes which
> VirtualGL can't handle are glXBindTexImageATI() and
> glXReleaseTexImageATI().  However, WINE doesn't bind these directly.  It
> tries to load them using glXGetProcAddress(), and if it fails, it won't
> use those calls.  I don't think the nVidia drivers even support those
> functions-- nVidia uses the ARB names (glXBindTexImageEXT() and
> glXReleaseTexImageEXT()), and VirtualGL does support the ARB versions of
> those functions.
>
> I'm afraid I'm stumped.

If we're getting a BadWindow error it had to be issued by the 2D X 
server.  Therefore, force an indirect context and grab a wireshark 
trace.  The actual VendorPrivate call has to be there.  Once we know 
which vop it is then the grepping will be easier.

-Nathan


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