[Bug 26292] New: OpenGL_Out_of_Memory (505). There's a leak in the ARB_Vertex_Buffer_Object

wine-bugs at winehq.org wine-bugs at winehq.org
Thu Mar 3 13:00:39 CST 2011


           Summary: OpenGL_Out_of_Memory (505). There's a leak in the
           Product: Wine
           Version: 1.3.14
          Platform: x86-64
        OS/Version: Mac OS X 10.6
            Status: UNCONFIRMED
          Severity: critical
          Priority: P2
         Component: opengl
        AssignedTo: wine-bugs at winehq.org
        ReportedBy: rochondil at gmail.com

Created an attachment (id=33520)
 --> (http://bugs.winehq.org/attachment.cgi?id=33520)
My last run winelog for the beefy details

Basically it looks like Wine is trying to create a buffer on an already mapped
VBO...Which means. The real problem seems to me that the memory handling is the
problem. Wine can't clean the buffer properly and when it tries to create a new
buffer it fails thus being forced to use the mapped vbo which gradually fills
up then leaks.
It is not pretty.

The bug is occurring in "Oblivion GOTY".
And I have tested x amount of different settings though please come up with new
ones (i.e. not those already mentioned in the oblivion/fallout etc. threads.)
I do believe though that this can be fixed by implementing the same fix as
cedega does by limiting the GL Extension buffer to
"-GL_ARB_vertex_buffer_object". I know this works in cedega and cider. And I
know Wine and cedega doesn't exchange code (if they did I would have solved it
already). The thing is cedega is on to something with the GL extension and I
have no idea how to make it fixed in Wine. 
Adding a disabledextensions in OpenGL key in Wine registry does not work; the
same error shows up.

I am using a mid 2009 MBP 15". My GFX GeForce 9600M GT 512 and my CPU 2.8GHz
with 4GB DDR3 Ram. I run the latest OSX. My wine is doh123s compiled Wineskin
Wrapper and I am running OBSE in Oblivion however it does not matter wether I
run with it or without.
The game crashes once the leak is to heavy. Furthermore it is easily recreated
by running a lot of mods and high graphics along with running around in a dense
polygon area or somewhere with a lot of stuff that needs rendering, thus the
buffer is filled quickly. 
Believe it or not the crash seems to occur at a slower rate when running in
debug mode and it is also possible to purge the cell buffers in game so that
the in-game time may be extended even further before a critical leak occurs.

I would love to fix this. I believe it is rather easy to fix. Just a needed
injection in the registry should be all. 

Any thoughts?

PS: I have added my error log for a bit more meat on the bones.

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