[4/5] [v2] ntdll: Provide more accurate virtual memory counters. (rebased)

Akihiro Sagawa sagawa.aki at gmail.com
Thu Jul 13 10:00:24 CDT 2017


On Wed, 12 Jul 2017 09:32:44 -0600, Alex Henrie wrote:
> 2017-07-12 8:02 GMT-06:00 Akihiro Sagawa <sagawa.aki at gmail.com>:
> > On Tue, 11 Jul 2017 22:01:58 -0600, Alex Henrie wrote:
> >> I don't think this patch is going to be accepted without showing that
> >> it makes some application usable that previously was not.
> >
> > This patch set (from [2/5] to [5/5]) is related to "Sorcery Jokers" (Bug
> > 43119). In short, it seems that this game expects virtual memory
> > allocations to be reflected in results of GlobalMemoryStatusEx API.
> >
> > Without the patch set, it repeatly calls VirtualAlloc and fails to load
> > libGL.so. With the patch set, the game runs without issues. Here is the
> > title screen snapshot: https://pbs.twimg.com/media/DEYNg00VYAEfDbh.jpg
> 
> Sorry that I didn't notice that you mentioned bug 43119 in the last
> patch. However, I tried the game just now and it still won't start for
> me, even with your latest patchset. I get an error dialog that says:
> 
> Task No.0  Adr : 0x14339fd[0x39fd] (0x548)
> Command : @CreateVramEx
> 
> The pointers change slightly with each program run.

Thanks for testing. Since the patchset doesn't work properly in your
environment, I can't help withdrawing it.

I saw the message when initial virtual memory size is not enough. So, I
guess the game fails to allocate texture memory due to lack of virtual
memory. Should we reserve some memory areas for textures? How
much is it enough? Another idea that solves this issue is also welcome.

Regards,
Akihiro Sagawa




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