* Mostly selfish patch to work around what I believe is probably an nvidia and/or agpgart bug

This commit is contained in:
Tim Angus 2005-09-25 19:54:31 +00:00
parent f0bd20e00a
commit 2897abe618
3 changed files with 24 additions and 0 deletions

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@ -143,6 +143,8 @@ cvar_t *r_debugSort;
cvar_t *r_printShaders;
cvar_t *r_saveFontData;
cvar_t *r_GLlibCoolDownMsec;
cvar_t *r_maxpolys;
int max_polys;
cvar_t *r_maxpolyverts;
@ -988,6 +990,8 @@ void R_Register( void )
r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0);
r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0);
r_GLlibCoolDownMsec = ri.Cvar_Get( "r_GLlibCoolDownMsec", "0", CVAR_ARCHIVE );
// make sure all the commands added here are also
// removed in R_Shutdown
ri.Cmd_AddCommand( "imagelist", R_ImageList_f );

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@ -1091,6 +1091,8 @@ extern cvar_t *r_debugSort;
extern cvar_t *r_printShaders;
extern cvar_t *r_saveFontData;
extern cvar_t *r_GLlibCoolDownMsec;
//====================================================================
float R_NoiseGet4f( float x, float y, float z, float t );

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@ -2651,6 +2651,24 @@ void QGL_Shutdown( void )
{
if ( glw_state.OpenGLLib )
{
// 25/09/05 Tim Angus <tim@ngus.net>
// Certain combinations of hardware and software, specifically
// Linux/SMP/Nvidia/agpgart (OK, OK. MY combination of hardware and
// software), seem to cause a catastrophic (hard reboot required) crash
// when libGL is dynamically unloaded. I'm unsure of the precise cause,
// suffice to say I don't see anything in the Q3 code that could cause it.
// I suspect it's an Nvidia driver bug, but without the source or means to
// debug I obviously can't prove (or disprove) this. Interestingly (though
// perhaps not suprisingly), Enemy Territory and Doom 3 both exhibit the
// same problem.
//
// After many, many reboots and prodding here and there, it seems that a
// placing a short delay before libGL is unloaded works around the problem.
// This delay is changable via the r_GLlibCoolDownMsec cvar (nice name
// huh?), and it defaults to 0. For me, 500 seems to work.
if( r_GLlibCoolDownMsec->integer )
usleep( r_GLlibCoolDownMsec->integer * 1000 );
dlclose ( glw_state.OpenGLLib );
glw_state.OpenGLLib = NULL;
}