http://bugs.winehq.org/show_bug.cgi?id=26292
Summary: OpenGL_Out_of_Memory (505). There's a leak in the ARB_Vertex_Buffer_Object Product: Wine Version: 1.3.14 Platform: x86-64 OS/Version: Mac OS X 10.6 Status: UNCONFIRMED Severity: critical Priority: P2 Component: opengl AssignedTo: wine-bugs@winehq.org ReportedBy: rochondil@gmail.com
Created an attachment (id=33520) --> (http://bugs.winehq.org/attachment.cgi?id=33520) My last run winelog for the beefy details
Basically it looks like Wine is trying to create a buffer on an already mapped VBO...Which means. The real problem seems to me that the memory handling is the problem. Wine can't clean the buffer properly and when it tries to create a new buffer it fails thus being forced to use the mapped vbo which gradually fills up then leaks. It is not pretty.
The bug is occurring in "Oblivion GOTY". And I have tested x amount of different settings though please come up with new ones (i.e. not those already mentioned in the oblivion/fallout etc. threads.) I do believe though that this can be fixed by implementing the same fix as cedega does by limiting the GL Extension buffer to "-GL_ARB_vertex_buffer_object". I know this works in cedega and cider. And I know Wine and cedega doesn't exchange code (if they did I would have solved it already). The thing is cedega is on to something with the GL extension and I have no idea how to make it fixed in Wine. Adding a disabledextensions in OpenGL key in Wine registry does not work; the same error shows up.
I am using a mid 2009 MBP 15". My GFX GeForce 9600M GT 512 and my CPU 2.8GHz with 4GB DDR3 Ram. I run the latest OSX. My wine is doh123s compiled Wineskin Wrapper and I am running OBSE in Oblivion however it does not matter wether I run with it or without. The game crashes once the leak is to heavy. Furthermore it is easily recreated by running a lot of mods and high graphics along with running around in a dense polygon area or somewhere with a lot of stuff that needs rendering, thus the buffer is filled quickly. Believe it or not the crash seems to occur at a slower rate when running in debug mode and it is also possible to purge the cell buffers in game so that the in-game time may be extended even further before a critical leak occurs.
I would love to fix this. I believe it is rather easy to fix. Just a needed injection in the registry should be all.
Any thoughts?
PS: I have added my error log for a bit more meat on the bones.