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Nahimic / MSI Sound Studio bug: Prusaslicer hangs up if the program is not on my main monitor. #2522
Comments
Weird. It is very difficult to debug such an issue without access to such a
setup.
Is your computer a laptop with dual graphics? (Intel for low performance
and nVidia for high performance tasks)?
ne 16. 6. 2019 v 16:30 odesílatel Ben <notifications@github.com> napsal:
… Version 2.0.0+win64 Windows 10 Home 1803 Build 17134.829 Prusa I3 Mk3:
3.7.1-2266 Prusaslicer hangs up if the program is not on my main monitor.
When I try to slice any STL (tried about 4 straight from thingiverse),
with or without changing print or other settings, it always hangs. CPU/RAM
are at about idle levels. If I slice the same files with PS on my main
monitor they work perfectly.
Kitchen_Utensil_Holder_Final.zip
<https://github.com/prusa3d/PrusaSlicer/files/3294203/Kitchen_Utensil_Holder_Final.zip>
Extra Info
PrusaSlicer
Version: 2.0.0+win64
Build: PrusaSlicer-2.0.0+win64-201905201652
Operating System: Windows
System Architecture: 64 bit
Windows Version: Windows 10 (build 17134), 64-bit edition
OpenGL installation
GL version: 4.6.0 NVIDIA 417.35
Vendor: NVIDIA Corporation
Renderer: GeForce GTX 970/PCIe/SSE2
GLSL version: 4.60 NVIDIA
Installed extensions:
GL_AMD_multi_draw_indirect
GL_AMD_seamless_cubemap_per_texture
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It's a desktop pc with a separate graphics card. (but is does also have an onboard gpu) It's not that it's a big issue(to me at least), I just moved PS back to the main monitor. |
I have the same issue, but I can't even get PrusaSlicer to open on non-main monitor. It hangs trying to display the 3D build sheet. I do not have built-in graphics. I have a desktop with two NVIDIA 1080Ti graphics cards, driving three monitors. I am able to use Slic3rPE 1.42.0-beta2 on a non-main monitor (If that triggers any ideas). |
Same issue for me. As soon as i move the slicer to the second monitor it crashes and isnt restarting again on that monitor. i have to turn it off to let the slicer start on the main monitor again to get it work again. PrusaSlicer2.0 and Geforce GTX 1080 from Asus, HP Monitor, Viewsonic Monitor and both Full HD on Windows 10 Pro |
I'm having a seemingly related issue with my 1080ti, if i open PrusaSlicer and it doesn't open on my primary display it immediately crashes upon opening. If all of my displays mirror the primary display it will reset the display it opens on and resumes functioning correctly, I can then return my displays to extend mode and things will work properly unless I close PrusaSlicer on a display other than my primary display in which case it will fail to start the next time I try to open it. |
@Braddg I have a desktop with two NVIDIA 1080Ti graphics cards, driving three monitors. How do you have these two cards configured? Do they act as a one or as two cards? I don't have personal experience with such a setup, but I believe the two cards could be interconnected with a special card to act as a single device. |
@nkoeppel Do you have just the single NVIDIA 1080Ti running on your system, or do you run on multiple graphics cards? |
@GeusB Is the on board GPU active or disabled? I am asking many questions, because it may very well be, that we would have to set up a system to replicate those issues. It is virtually impossible to fix such an issue without being able to lay hands on the system. |
I suppose all these issues are on Windows only. Is anybody of you technical enough (a programmer?) to be able to compile and run slicer under a debugger? |
I'm only running one graphics card
…On Mon, Jun 24, 2019, 12:29 AM Vojtěch Bubník ***@***.***> wrote:
I suppose all these issues are on Windows only. Is anybody of you
technical enough (a programmer?) to be able to compile and run slicer under
a debugger?
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I do not have the cards in SLI mode (single output). Ok, so per your request, I compiled and run under a debugger. Programming is not my day job, so please forgive me if I didn't do this correctly. When I open PrusaSlicer on a non-main monitor, it stops responding, so I break-all. Attached is what I see. |
@Braddg Thanks a lot. This certainly gives a very useful hint. I cannot estimate whether it will help much, it may or may not. Now we shall google around. |
Would you guys please try the following build?
https://www.dropbox.com/s/ehzxcbygrqk3hry/PrusaSlicer-2.0.0%2B232-win64-g3d755e1bb-201906250722.zip?dl=0
It fixes a flickering issue on some NVidia cards. Let's keep our fingers
crossed that it helps at least to some of you.
út 25. 6. 2019 v 4:28 odesílatel Braddg <notifications@github.com> napsal:
… @Braddg <https://github.com/Braddg> I have a desktop with two NVIDIA
1080Ti graphics cards, driving three monitors.
How do you have these two cards configured? Do they act as a one or as two
cards? I don't have personal experience with such a setup, but I believe
the two cards could be interconnected with a special card to act as a
single device.
I do not have the cards in SLI mode (single output).
Ok, so per your request, I compiled and run under a debugger. Programming
is not my day job, so please forgive me if I didn't do this correctly. When
I open PrusaSlicer on a non-main monitor, it stops responding, so I
break-all. Attached is what I see.
[image: Debug opening PrusaSlicer on non-main monitor]
<https://user-images.githubusercontent.com/51935601/60064735-4d40cd80-96cf-11e9-9898-e2323d6efba1.jpg>
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The build did not work for me. This link has some interesting info: Are we creating the OpenGL render context on the correct HDC (monitor)? |
I've noticed when placing a breakpoint on GetHDC() and stepping through, the HDC is defined when only the Console window is open on my main monitor. The image below shows a comment, "HDC for this window, we keep it all the time". So... if Prusa-Slicer-Console is defining the HDC then that will not work when rendering the GUI which is on a different monitor (which should be a different HDC)? |
Guys,
we need to sort out, who is able to run the Slic3rPE-1.41.3 and who is not.
That is, on which of your computers we broke something in PrusaSlicer
compared to Slic3rPE-1.41.3, and on which computers Slic3rPE-1.41.3 did not
work either.
We are not doing anything special about the OpenGL context to be monitor
specific. It works on all of our multi-monitor systems, but I admit that it
may not work on multi-graphic card setups. We need to dig further.
út 25. 6. 2019 v 21:39 odesílatel Braddg <notifications@github.com> napsal:
… I've noticed when placing a breakpoint on GetHDC() and stepping through,
the HDC is defined when only the Console window is open on my main monitor.
The image below shows a comment, "HDC for this window, we keep it all the
time". So... if Prusa-Slicer-Console is defining the HDC then that will not
work when rendering the GUI which is on a different monitor (which should
be a different HDC)?
[image: GetHDC]
<https://user-images.githubusercontent.com/51935601/60127877-4c577c80-975f-11e9-8e46-a1ab09c6608c.jpg>
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I was able to resolve my issue.... Stop the Nahimic service using task manager. Somehow it is interfering with the rendering of the print bed. When I turn it back on, my issue comes back. From what I can tell, both ASUS and MSI motherboards use the Nahimic service for audio. For ASUS, I think it is installed with Sonic Studio. I had to go into services and disable Nahimic from starting automatically. Hope this works for everyone! |
I do in fact have Sonic studio installed, if I have my issue again I'll try
that, sounds like the culprit.
…On Fri, Jun 28, 2019, 8:16 PM Braddg ***@***.***> wrote:
I was able to resolve my issue....
Stop the Nahimic service using task manager. Somehow it is interfering
with the rendering of the print bed. When I turn it back on, my issue comes
back.
From what I can tell, both ASUS and MSI motherboards use the Nahimic
service for audio. For ASUS, I think it is installed with Sonic Studio. I
had to go into services and disable Nahimic from starting automatically.
Hope this works for everyone!
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Confirmed if I kill Sonic studio Prusa Slicer will start normally on any
display.
…On Fri, Jun 28, 2019, 8:37 PM Noah Koeppel ***@***.***> wrote:
I do in fact have Sonic studio installed, if I have my issue again I'll
try that, sounds like the culprit.
On Fri, Jun 28, 2019, 8:16 PM Braddg ***@***.***> wrote:
> I was able to resolve my issue....
>
> Stop the Nahimic service using task manager. Somehow it is interfering
> with the rendering of the print bed. When I turn it back on, my issue comes
> back.
>
> From what I can tell, both ASUS and MSI motherboards use the Nahimic
> service for audio. For ASUS, I think it is installed with Sonic Studio. I
> had to go into services and disable Nahimic from starting automatically.
>
> Hope this works for everyone!
>
> —
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@Braddg @nkoeppel thanks for heads up. This is hilarious. What would be the minimum / cheapest setup for us to buy to reproduce this issue? Can we install this Nahimic stuff and will slicer break on our computers? |
I have passed the following report to https://www.nahimic.com/solutions/#ContactForm Hello. We are having issues with dual screen setups and our PrusaSlicer application. Our application crashes, if your Nahimic service is running and one moves our PrusaSlicer app window from one screen to the other. It seems that your suite is causing havoc to other 3D graphics applications as well. https://forum-en.msi.com/index.php?topic=284528.0 Would you please help us to resolve the issue? Thank you. |
I have been having this issue for 6 months and only just bothered to check if I was the only one having the issue. Just to add to the currently known problem with Nahimic, their base version of sound drivers dont cause this issue (In my limited testing with other software, it may be different for Prusa Slicer), its something to do with the implementation that MSI and a few other resellers/repackagers use. I would say it might be better to contact MSI/ASUS and the other repackers but this has been an issue for almost 4 years now, as an IT professional its disgusting to me that nothing is being done and sadly I dont think it will ever be fixed. It may just be best to officially state that Prusa recommends uninstalling and/or stopping the tasks for Nahimic drivers and Sonic Studio if using Prusa Slicer on a multi-monitor setup. |
Hello. I would like to ask users having troubles with Nahimic libraries to try this build. It should display warning dialog about NahimicOSD.dll linked. We know that this is just a warning rather than a solution, but currently we have no way to stop loading this library as it comes linked statically when we start our process. Also if you are aware of another libraries of same source please let us know their names. You can find it with ProcessExplorer tool. |
Warning about the Nahimic DLL being injected into PrusaSlicer will be rolled out with PrusaSlicer 2.4.0-alpha1. It is not a "fix" for the nahimic issue, but at least the user will be informed. |
Version 2.0.0+win64
Windows 10 Home 1803 Build 17134.829
Prusa I3 Mk3: 3.7.1-2266
Prusaslicer hangs up if the program is not on my main monitor.
When I try to slice any STL (tried about 4 straight from thingiverse), with or without changing print or other settings, it always hangs. CPU/RAM are at about idle levels. If I slice the same files with PS on my main monitor they work perfectly.
Kitchen_Utensil_Holder_Final.zip
Extra Info
PrusaSlicer
Version: 2.0.0+win64
Build: PrusaSlicer-2.0.0+win64-201905201652
Operating System: Windows
System Architecture: 64 bit
Windows Version: Windows 10 (build 17134), 64-bit edition
OpenGL installation
GL version: 4.6.0 NVIDIA 417.35
Vendor: NVIDIA Corporation
Renderer: GeForce GTX 970/PCIe/SSE2
GLSL version: 4.60 NVIDIA
Installed extensions:
GL_AMD_multi_draw_indirect
GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_1_compatibility
GL_ARB_ES3_2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_bindless_texture
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_compute_variable_group_size
GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_derivative_control
GL_ARB_direct_state_access
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_fragment_shader_interlock
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_gl_spirv
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_gpu_shader_int64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_indirect_parameters
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile
GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_polygon_offset_clamp
GL_ARB_post_depth_coverage
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_sample_locations
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counter_ops
GL_ARB_shader_atomic_counters
GL_ARB_shader_ballot
GL_ARB_shader_bit_encoding
GL_ARB_shader_clock
GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod
GL_ARB_shader_viewport_layer_array
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_sparse_buffer
GL_ARB_sparse_texture
GL_ARB_sparse_texture2
GL_ARB_sparse_texture_clamp
GL_ARB_spirv_extensions
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_barrier
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_filter_anisotropic
GL_ARB_texture_filter_minmax
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXTX_framebuffer_mixed_formats
GL_EXT_Cg_shader
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_import_sync_object
GL_EXT_memory_object
GL_EXT_memory_object_win32
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp
GL_EXT_post_depth_coverage
GL_EXT_provoking_vertex
GL_EXT_raster_multisample
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_semaphore
GL_EXT_semaphore_win32
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_formatted
GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_sparse_texture2
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_filter_minmax
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_R8
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback2
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_win32_keyed_mutex
GL_EXT_window_rectangles
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KHR_blend_equation_advanced
GL_KHR_blend_equation_advanced_coherent
GL_KHR_context_flush_control
GL_KHR_debug
GL_KHR_no_error
GL_KHR_parallel_shader_compile
GL_KHR_robust_buffer_access_behavior
GL_KHR_robustness
GL_KTX_buffer_region
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_NVX_multigpu_info
GL_NVX_nvenc_interop
GL_NV_ES1_1_compatibility
GL_NV_ES3_1_compatibility
GL_NV_alpha_to_coverage_dither_control
GL_NV_bindless_multi_draw_indirect
GL_NV_bindless_multi_draw_indirect_count
GL_NV_bindless_texture
GL_NV_blend_equation_advanced
GL_NV_blend_equation_advanced_coherent
GL_NV_blend_minmax_factor
GL_NV_blend_square
GL_NV_command_list
GL_NV_compute_program5
GL_NV_conditional_render
GL_NV_conservative_raster
GL_NV_conservative_raster_dilate
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_draw_texture
GL_NV_draw_vulkan_image
GL_NV_explicit_multisample
GL_NV_feature_query
GL_NV_fence
GL_NV_fill_rectangle
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_coverage_to_color
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_fragment_shader_interlock
GL_NV_framebuffer_mixed_samples
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_geometry_shader_passthrough
GL_NV_gpu_program4
GL_NV_gpu_program4_1
GL_NV_gpu_program5
GL_NV_gpu_program5_mem_extended
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float
GL_NV_internalformat_sample_query
GL_NV_light_max_exponent
GL_NV_memory_attachment
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_path_rendering_shared_edge
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_query_resource
GL_NV_query_resource_tag
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_sample_locations
GL_NV_sample_mask_override_coverage
GL_NV_shader_atomic_counters
GL_NV_shader_atomic_float
GL_NV_shader_atomic_fp16_vector
GL_NV_shader_atomic_int64
GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object
GL_NV_shader_thread_group
GL_NV_shader_thread_shuffle
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_rectangle_compressed
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_uniform_buffer_unified_memory
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NV_viewport_array2
GL_NV_viewport_swizzle
GL_OVR_multiview
GL_OVR_multiview2
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
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