Hi,
My application takes a long time (15-20 seconds) to exit as soon as I am using a shader.
It seems the delay happens in wglDeleteContext. If I pause the application under VS2008 to try to understand what's going on, I get the following call stack:
> ntdll.dll!_ZwWaitForSingleObject@12() + 0x15 bytes
ntdll.dll!_ZwWaitForSingleObject@12() + 0x15 bytes
kernel32.dll!_WaitForSingleObjectExImplementation@12() + 0x43 bytes
kernel32.dll!_WaitForSingleObject@8() + 0x12 bytes
atioglxx.dll!6927f9fb()
[Frames below may be incorrect and/or missing, no symbols loaded for atioglxx.dll]
atioglxx.dll!6927fa2e()
atioglxx.dll!692805d4()
atioglxx.dll!691dd191()
atioglxx.dll!691df751()
atioglxx.dll!693fdac9()
atioglxx.dll!6937aafb()
atioglxx.dll!69088374()
atioglxx.dll!690881d9()
atioglxx.dll!6909ef49()
atioglxx.dll!69083872()
atioglxx.dll!6908ba3b()
atioglxx.dll!69047f83()
opengl32.dll!_wglDeleteContext@4() + 0x58 bytes
opengl32.dll!_vCleanupAllLRC@0() + 0x42 bytes
opengl32.dll!_GLUnInitializeProcess@4() + 0x25 bytes
opengl32.dll!_DllMain@12() + 0x35 bytes
opengl32.dll!__CRT_INIT@12() + 0x27e bytes
ntdll.dll!_LdrpCallInitRoutine@16() + 0x14 bytes
ntdll.dll!_LdrShutdownProcess@0() + 0x141 bytes
ntdll.dll!_RtlExitUserProcess@4() + 0x74 bytes
kernel32.dll!766f7363()
Any idea about what's going on in there, or a possible way to investigate the issue? The problem also happens when I manually clean up all shader-related code prior to exiting. Just making use of a shader seems to trigger this behavior.
Thanks,
Fred
Mobility Radeon HD5470
Catalyst 10.10 drivers 8.782-100930m-106237C-ATI
OpenGL version 6.14.10.10243
Windows 7 x64
Another developer may be experiencing a similar issue, see:
"JVM won't die after shader compile"
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=286315&page=1
Hi,
I have the exact same bug in wglDeleteContext.
In Catalyst 10.9 the call is slow (~10 sec) but bearable.
In Catalyst 10.10 and 10.11 the call does not stop.
Actually I created a website out of frustration to help my customers choosing a driver.
http://howshittyarecatalystdriversthismonth.com
As you can see Google is a pretty good metrics to separate good drivers from terrible ones. As long as you refuse to acknoledge bugs (even with a basic answer to this thread) and don't put your bugtracker available with bugs YOU KNOW and we have to GUESS I'm gonna leave this site online.
I really like you AMD, more than NVIDIA and the stuff is definitely hard. But this fast release cycle is unfortunate.
Hi Aliloko,
This thread just came to my attention. I am the manager of the OpenGL driver team dealing with consumer OpenGL. We recently fixed a few bugs related to context deletion and I'd like to see if it solved your issue. If you'd be willing to share your application, I'd be happy to take a look at it.
You can contact me directly: my dot name at amd dot com
Thanks,
Graham Sellers
AMD