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* Mostly selfish patch to work around what I believe is probably an nvidia and/or agpgart bug
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3 changed files with 24 additions and 0 deletions
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@ -143,6 +143,8 @@ cvar_t *r_debugSort;
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cvar_t *r_printShaders;
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cvar_t *r_printShaders;
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cvar_t *r_saveFontData;
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cvar_t *r_saveFontData;
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cvar_t *r_GLlibCoolDownMsec;
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cvar_t *r_maxpolys;
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cvar_t *r_maxpolys;
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int max_polys;
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int max_polys;
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cvar_t *r_maxpolyverts;
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cvar_t *r_maxpolyverts;
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@ -988,6 +990,8 @@ void R_Register( void )
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r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0);
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r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0);
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r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0);
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r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0);
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r_GLlibCoolDownMsec = ri.Cvar_Get( "r_GLlibCoolDownMsec", "0", CVAR_ARCHIVE );
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// make sure all the commands added here are also
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// make sure all the commands added here are also
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// removed in R_Shutdown
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// removed in R_Shutdown
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ri.Cmd_AddCommand( "imagelist", R_ImageList_f );
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ri.Cmd_AddCommand( "imagelist", R_ImageList_f );
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@ -1091,6 +1091,8 @@ extern cvar_t *r_debugSort;
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extern cvar_t *r_printShaders;
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extern cvar_t *r_printShaders;
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extern cvar_t *r_saveFontData;
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extern cvar_t *r_saveFontData;
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extern cvar_t *r_GLlibCoolDownMsec;
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//====================================================================
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//====================================================================
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float R_NoiseGet4f( float x, float y, float z, float t );
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float R_NoiseGet4f( float x, float y, float z, float t );
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@ -2651,6 +2651,24 @@ void QGL_Shutdown( void )
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{
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{
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if ( glw_state.OpenGLLib )
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if ( glw_state.OpenGLLib )
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{
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{
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// 25/09/05 Tim Angus <tim@ngus.net>
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// Certain combinations of hardware and software, specifically
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// Linux/SMP/Nvidia/agpgart (OK, OK. MY combination of hardware and
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// software), seem to cause a catastrophic (hard reboot required) crash
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// when libGL is dynamically unloaded. I'm unsure of the precise cause,
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// suffice to say I don't see anything in the Q3 code that could cause it.
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// I suspect it's an Nvidia driver bug, but without the source or means to
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// debug I obviously can't prove (or disprove) this. Interestingly (though
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// perhaps not suprisingly), Enemy Territory and Doom 3 both exhibit the
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// same problem.
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//
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// After many, many reboots and prodding here and there, it seems that a
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// placing a short delay before libGL is unloaded works around the problem.
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// This delay is changable via the r_GLlibCoolDownMsec cvar (nice name
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// huh?), and it defaults to 0. For me, 500 seems to work.
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if( r_GLlibCoolDownMsec->integer )
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usleep( r_GLlibCoolDownMsec->integer * 1000 );
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dlclose ( glw_state.OpenGLLib );
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dlclose ( glw_state.OpenGLLib );
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glw_state.OpenGLLib = NULL;
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glw_state.OpenGLLib = NULL;
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}
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}
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