Open graphitical opened 1 year ago
10.0.22621.1702
22.04
$ wsl --version WSL version: 1.2.5.0 Kernel version: 5.15.90.1 WSLg version: 1.0.51 MSRDC version: 1.2.3770 Direct3D version: 1.608.2-61064218 DXCore version: 10.0.25131.1002-220531-1700.rs-onecore-base2-hyp Windows version: 10.0.22621.1702
glxinfo -B
MESA_D3D12_DEFAULT_ADAPTER_NAME
export MESA_D3D12_DEFAULT_ADAPTER_NAME=NVIDIA
pulseaudio.log stderr.log weston.log
N/A
Output without segfault
❯ glxinfo -B name of display: :0 display: :0 screen: 0 direct rendering: Yes Extended renderer info (GLX_MESA_query_renderer): Vendor: Microsoft Corporation (0xffffffff) Device: D3D12 (NVIDIA GeForce RTX 3050 Ti Laptop GPU) (0xffffffff) Version: 22.2.5 Accelerated: yes Video memory: 20279MB Unified memory: no Preferred profile: core (0x1) Max core profile version: 4.2 Max compat profile version: 4.2 Max GLES1 profile version: 1.1 Max GLES[23] profile version: 3.1 OpenGL vendor string: Microsoft Corporation OpenGL renderer string: D3D12 (NVIDIA GeForce RTX 3050 Ti Laptop GPU) OpenGL core profile version string: 4.2 (Core Profile) Mesa 22.2.5 OpenGL core profile shading language version string: 4.20 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL version string: 4.2 (Compatibility Profile) Mesa 22.2.5 OpenGL shading language version string: 4.20 OpenGL context flags: (none) OpenGL profile mask: compatibility profile OpenGL ES profile version string: OpenGL ES 3.1 Mesa 22.2.5 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10
Segfault happens intermittently. I can run glxinfo several times in a row getting good output and then segfault output.
glxinfo
❯ glxinfo -B name of display: :0 display: :0 screen: 0 direct rendering: Yes Extended renderer info (GLX_MESA_query_renderer): Vendor: Microsoft Corporation (0xffffffff) Device: D3D12 (NVIDIA GeForce RTX 3050 Ti Laptop GPU) (0xffffffff) Version: 22.2.5 Accelerated: yes Video memory: 20279MB Unified memory: no Preferred profile: core (0x1) Max core profile version: 4.2 Max compat profile version: 4.2 Max GLES1 profile version: 1.1 Max GLES[23] profile version: 3.1 OpenGL vendor string: Microsoft Corporation OpenGL renderer string: D3D12 (NVIDIA GeForce RTX 3050 Ti Laptop GPU) OpenGL core profile version string: 4.2 (Core Profile) Mesa 22.2.5 OpenGL core profile shading language version string: 4.20 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL version string: 4.2 (Compatibility Profile) Mesa 22.2.5 OpenGL shading language version string: 4.20 OpenGL context flags: (none) OpenGL profile mask: compatibility profile OpenGL ES profile version string: OpenGL ES 3.1 Mesa 22.2.5 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10 [1] 999 segmentation fault glxinfo -B
Possibly related to https://github.com/microsoft/wslg/issues/715 .
https://github.com/microsoft/WSL/releases/tag/1.3.10 fixed this issue on my system
Windows build number:
10.0.22621.1702
Your Distribution version:
22.04
Your WSL versions:
$ wsl --version WSL version: 1.2.5.0 Kernel version: 5.15.90.1 WSLg version: 1.0.51 MSRDC version: 1.2.3770 Direct3D version: 1.608.2-61064218 DXCore version: 10.0.25131.1002-220531-1700.rs-onecore-base2-hyp Windows version: 10.0.22621.1702
Steps to reproduce:
glxinfo -B
without having setMESA_D3D12_DEFAULT_ADAPTER_NAME
environment variable on Microsoft Surface Laptop Studioexport MESA_D3D12_DEFAULT_ADAPTER_NAME=NVIDIA
glxinfo -B
againWSL logs:
pulseaudio.log stderr.log weston.log
WSL dumps:
N/A
Expected behavior:
Output without segfault
Actual behavior:
Segfault happens intermittently. I can run
glxinfo
several times in a row getting good output and then segfault output.