From 6f6a6d0e4d64c69e56082d82c12c0cee7155f43c Mon Sep 17 00:00:00 2001 From: tma Date: Sun, 25 Sep 2005 19:54:31 +0000 Subject: * Mostly selfish patch to work around what I believe is probably an nvidia and/or agpgart bug git-svn-id: svn://svn.icculus.org/quake3/trunk@103 edf5b092-35ff-0310-97b2-ce42778d08ea --- code/unix/linux_qgl.c | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) (limited to 'code/unix') diff --git a/code/unix/linux_qgl.c b/code/unix/linux_qgl.c index b38edbc..d4841c2 100644 --- a/code/unix/linux_qgl.c +++ b/code/unix/linux_qgl.c @@ -2651,6 +2651,24 @@ void QGL_Shutdown( void ) { if ( glw_state.OpenGLLib ) { + // 25/09/05 Tim Angus + // Certain combinations of hardware and software, specifically + // Linux/SMP/Nvidia/agpgart (OK, OK. MY combination of hardware and + // software), seem to cause a catastrophic (hard reboot required) crash + // when libGL is dynamically unloaded. I'm unsure of the precise cause, + // suffice to say I don't see anything in the Q3 code that could cause it. + // I suspect it's an Nvidia driver bug, but without the source or means to + // debug I obviously can't prove (or disprove) this. Interestingly (though + // perhaps not suprisingly), Enemy Territory and Doom 3 both exhibit the + // same problem. + // + // After many, many reboots and prodding here and there, it seems that a + // placing a short delay before libGL is unloaded works around the problem. + // This delay is changable via the r_GLlibCoolDownMsec cvar (nice name + // huh?), and it defaults to 0. For me, 500 seems to work. + if( r_GLlibCoolDownMsec->integer ) + usleep( r_GLlibCoolDownMsec->integer * 1000 ); + dlclose ( glw_state.OpenGLLib ); glw_state.OpenGLLib = NULL; } -- cgit v1.2.3