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Another playing-a-MacOS-trace-on-Windows issue #859
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This issue is that the application is binding the same GL context/drawable to multiple threads (the thread is the
This is allowed by CGL, but not by WGL/GLX/etc. CGL is unique in this regard -- it allows same context be used on different threads, provided one only thread uses it at any single instant. Apitrace can't make miracles happen -- there's no reasonable way to emulate this. (Though I have a vague memory some EGL extension might allow this.) Therefore, one needs a mac to replay this trace, or the application needs to be updated to not use same context from multiple threads. That said, I tried replaying this on macOS 13, and this also creates troubles:
Cocoa is a pain to deal with, and I don't have have the time/interest/expertise to chase this. So I strongly recommend seeing if you can update OpenMW so it doesn't bind the same GL context to multiple threads, as that would make this much easier to handle. |
FWIW, if one trims one some calls, one can play
But unfortunately it doesn't seem to draw anything. I think it's because it's rendering everything to an IOSurface. I hope this helps. |
We're not knowingly or intentionally making the context current on multiple threads, so that's a surprise. Annoyingly, replaying the trace single-threaded doesn't work as a workaround because it gets unbound from thread zero after it's bound to thread one. |
The trace linked here https://gitlab.com/OpenMW/openmw/-/issues/7052#note_1260607763 won't play for me on Windows with a non-specific Process exited with non zero exit code message. If I remember and get time, I might have a look in a debugger to give some more specific information.
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