about video memory detection in wine

Roderick Colenbrander thunderbird2k at gmail.com
Thu Aug 13 12:44:14 CDT 2009

On Thu, Aug 13, 2009 at 6:59 PM, Stefan Dösinger<stefandoesinger at gmx.at> wrote:
> Am Wednesday 12 August 2009 10:04:10 schrieb Sun, Sunny:
>> I think you can first detect GL_ATI_meminfo in
>> glGetString(GL_EXTENSIONS); if GL_ATI_meminfo exists, then you can use
>> glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, param) to get the current free
>> video memory, you can see more info at:
> A minor problem with GL_ATI_meminfo is that it doesn't report the total amount
> of video memory available. D3D8 and D3D9 only report the free amount as well,
> but DirectDraw can return the total amount. There are some games that first
> query the total amount using ddraw, then continue with d3d8 or 9. Depending
> on what other apps are doing, reporting the currently free amount as total
> might result in the app thinking that free vidmem > total vidmem, running
> into all sorts of troubles. (For example, another app frees a lot of textures
> between the ddraw vidmem query and the d3d9 vidmem query)

It is even worse. Even OpenGL apps like WoW use ddraw for querying the
amount of video memory at startup!
In case of Nvidia the amount of video memory and the pci ids are
advertised using the NV-CONTROL extension. At some point I plan on
adding code for that. Even when using such extension the current
fallback is still needed. The list needs some updates.

> The other issue is that if some other apps use lots of video memory(like
> Compiz, etc), then we can still run into the same out of memory issue if
> other apps consume too much video memory.
> We should probably also fall back to a saner default on newer d3d10 class
> cards - a radeon 9500 isn't really representative for them any more.
I still have to update that part but haven't had time for it yet.


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