Squall Leonhart Posted April 18, 2014 Share Posted April 18, 2014 I'm reporting this here because i know you have contacts in nvidia who can get a fix for this, The same hang occurs in GPU Caps viewer when closing a OGL/OCL test window in thread nvoglv32.DLL!DrvValidateVersion+0x7450 and is reported as also affecting Heaven Benchmark. The hang is resolved by terminating the instance of nvoglv32.DLL!DrvValidateVersion+0x7450 with no constant cpu usage. Quote Link to comment Share on other sites More sharing options...
Fiery Posted April 18, 2014 Share Posted April 18, 2014 It's odd, we haven't found such issues with ForceWare 337.50. Please let me know what Windows version (and 32-bit or 64-bit) and what video card were you using for the test. GTX680 with 64-bit Win7 SP1 maybe? Quote Link to comment Share on other sites More sharing options...
Squall Leonhart Posted April 18, 2014 Author Share Posted April 18, 2014 Yep, system is in signature, Windows is 64bit. it was originally reported as affecting GPU Caps Viewer's OGL and OCL tests. @ManuelGFurthering my post about the OpenGL hang, i have identified that the hang always occurs in a nvoglv32.DLL!DrvValidateVersion+0x7450 thread in Aida64 and GPU Caps ViewerWhen GPU caps viewer starts it spawns (TID random obviously)48436 nvoglv32.DLL!DrvValidateVersion+0x7450and185300 nvoglv32.DLL!DrvValidateVersion+0x2040the 0x2040 instance frequently ends and starts again with a new TID (so nice and clean)Upon running the CL or Opengl tests a new 0x7450 thread spawns at TID 3140031400 nvoglv32.DLL!DrvValidateVersion+0x7450when closing the test window, this thread remains open with no cpu usage instead of terminating properly and the window stops responding. Terminating this thread in Process Explorer returns the application to working order.The stack contents of the hung thread arentoskrnl.exe!KiSwapContext+0x7antoskrnl.exe!KiCommitThreadWait+0x1d2ntoskrnl.exe!KeWaitForSingleObject+0x19fntoskrnl.exe!KiSuspendThread+0x54ntoskrnl.exe!KiDeliverApc+0x201ntoskrnl.exe!KiCommitThreadWait+0x3ddntoskrnl.exe!KeWaitForSingleObject+0x19fntoskrnl.exe!NtWaitForSingleObject+0xdentoskrnl.exe!KiSystemServiceCopyEnd+0x13wow64cpu.dll!CpupSyscallStub+0x9wow64cpu.dll!Thunk0ArgReloadState+0x23wow64.dll!RunCpuSimulation+0xawow64.dll!Wow64KiUserCallbackDispatcher+0x204wow64win.dll!whcbfnHkINDWORD+0xb9ntdll.dll!KiUserCallbackDispatcherContinuewow64cpu.dll!CpupSyscallStub+0x9wow64cpu.dll!Thunk0Arg+0x5wow64.dll!RunCpuSimulation+0xawow64.dll!Wow64LdrpInitialize+0x42bntdll.dll!??_C@_0BN@KLOBBEB@Enabling?5heap?5debug?5options?6?$AA@FNODOBFM@+0x28204ntdll.dll!LdrInitializeThunk+0xentdll.dll!_ZwWaitForSingleObject@12+0x15ntdll.dll!_RtlpWaitOnCriticalSection@8+0x13entdll.dll!_RtlEnterCriticalSection@4+0x150ntdll.dll!_LdrGetDllHandleEx@20+0x2f7ntdll.dll!_LdrGetDllHandle@16+0x18KERNELBASE.dll!_GetModuleHandleForUnicodeString@4+0x22KERNELBASE.dll!_BasepGetModuleHandleExW@16+0x181KERNELBASE.dll!_GetModuleHandleW@4+0x29KERNELBASE.dll!_GetModuleHandleA@4+0x34D3DOverriderHooks.dll+0x120bntdll.dll!_KiUserCallbackDispatcher@12+0x2envoglv32.DLL!DllMain+0x692fnvoglv32.DLL+0x71015anvoglv32.DLL!DrvValidateVersion+0x745cntdll.dll!___RtlUserThreadStart@8+0x70ntdll.dll!__RtlUserThreadStart@8+0x1bOnce response is returned to the process, subsequent runs of the OpenGL or OpenCL tests do not spawn this hanging thread again. Quote Link to comment Share on other sites More sharing options...
Squall Leonhart Posted April 18, 2014 Author Share Posted April 18, 2014 I've got a cross system reproduction of the issue now, the missing variable is having Unwinders D3DOverride or RivaTuner Statistics server open. Quote Link to comment Share on other sites More sharing options...
Fiery Posted April 18, 2014 Share Posted April 18, 2014 Thanks for the info. So the issue only comes up when RTSS is active? Quote Link to comment Share on other sites More sharing options...
Squall Leonhart Posted April 18, 2014 Author Share Posted April 18, 2014 Yes, this (reportedly) has only recently been introduced with R337. I can honestly see Alexi(Unwinder) refusing to fix this.... and thered be no fix for d3doverrider anyway >.> Adding aida64 and gpu caps viewer to the list of profiles and turning detection/hooking off works around the issue. Quote Link to comment Share on other sites More sharing options...
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