[PATCH 2/4] ntdll: Provide more accurate virtual memory counters.

Alex Henrie alexhenrie24 at gmail.com
Tue Jun 6 18:40:26 CDT 2017


2017-06-05 8:15 GMT-06:00 Akihiro Sagawa <sagawa.aki at gmail.com>:
> On Sun, 4 Jun 2017 22:51:10 -0600, Alex Henrie wrote:
>> Out of curiosity, is there a particular application that depends on
>> this behavior? It could be argued that reporting the value from the
>> native operating system is better because it tells what's really
>> happening in the process.
>>
>> -Alex
>
> Good question. I'm trying to fix Sorcery Jokers (trial) issue, bug 43119.
> The application repeatedly trys to allocate virtual memory as much as
> possible, and measures available memory size by GlobalMemoryStatusEx().
>
> This patch is better than nothing. The application stops memory
> allocation about 384MB (0x17ffffff) free. After the allocation, it
> succeeds to load libGL.so. However, it shows driver pointer missing
> error when loading DRI driver, radeonsi_dri.so. I'm still in trouble
> with this point.

When I try to run that game, I get "Failed to load libGL: libGL.so.1:
failed to map segment from shared object" with or without your
patchset.

I also tried adding 100, 500, and 1000 MB to pvmi->VirtualSize and
pvmi->PeakVirtualSize and that didn't help either.

So, although this patchset is interesting, I'm not convinced that it's
the right solution. There must be something else going on.

-Alex



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