https://bugs.winehq.org/show_bug.cgi?id=53619
Bug ID: 53619
Summary: World of Warcraft Shadowlands randomly crashes
Product: Wine
Version: 7.16
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: cianuro2036(a)protonmail.com
Distribution: ---
This is something that has happened on multiple hardware, platforms and OS
distros. This is also something that has been happening for a while, I just
decided to report it because It can affect some parts of the game, such as
rated PVP.
The particular error logs as follows:
05f4:err:seh:dispatch_exception unknown exception (code=c0000420) raised
wineserver crashed, please enable coredumps (ulimit -c unlimited) and restart.
How to reproduce:
This feels 'random' but makes me _think_ it could be a memory leak issue. If
you're in highly populated areas _or_ highly demanding zones, it can trigger
itself.
Two recent scenarios I can recall
- First, doing multiple arena matches and waiting for the queue in Oribos. The
crash happened specifically during arena.
- Second, doing the Ashran Brawl Battleground. This battleground is very, very
long and has a lot of people around.
In both scenarios there is a slowdown in FPS in both areas.
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https://bugs.winehq.org/show_bug.cgi?id=54278
Bug ID: 54278
Summary: Megami Ibunroku Persona doesn't open at all.
Product: Wine-staging
Version: 7.22
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: zanehj10(a)gmail.com
CC: leslie_alistair(a)hotmail.com, z.figura12(a)gmail.com
Distribution: ---
Created attachment 73844
--> https://bugs.winehq.org/attachment.cgi?id=73844
Console log
Wine just seems to immediately close with no generated errors.
Information on the game that might be useful:
Game uses DirectX 6 Graphics API.
Game uses Windows Media Player for playing FMVs.
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https://bugs.winehq.org/show_bug.cgi?id=53403
Bug ID: 53403
Summary: winegstreamer "flush" removal breaks radio in fallout
3
Product: Wine
Version: 7.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: winegstreamer
Assignee: wine-bugs(a)winehq.org
Reporter: zlice(a)dflies.us
Distribution: ---
https://gitlab.winehq.org/wine/wine/-/merge_requests/105#note_4805https://gitlab.winehq.org/wine/wine/-/commit/5144b27661fcd6705353d832e03830…
In Wine 7.2 or 7.3 there was a removal of "flush" in wg_parser.
This makes some audio (in particular Fallout 3 Radio) chuggy and slows down the
entire game.
Reintroducing flushing fixes the issue but devs think the problem should be
fixed elsewhere.
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https://bugs.winehq.org/show_bug.cgi?id=44230
Bug ID: 44230
Summary: SlingPlayer 1.5 crashes during configuration
Product: Wine
Version: 2.22
Hardware: x86
URL: http://download.slingmedia.com/player/pc/SlingPlayer-S
etup-EU-1.5.1.343.exe
OS: Linux
Status: NEW
Keywords: download, regression
Severity: normal
Priority: P2
Component: user32
Assignee: wine-bugs(a)winehq.org
Reporter: imwellcushtymelike(a)gmail.com
CC: julliard(a)winehq.org
Regression SHA1: 01676c5dd6f9fb61b9c4e52595f6e75e21050009
Distribution: Ubuntu
Created attachment 60025
--> https://bugs.winehq.org/attachment.cgi?id=60025
Wine 3.0-rc3 console output
SlingPlayer 1.5 crashes when attempting to configure the Slingbox (Alt+E -->
Slingbox Configuration --> Change...) (Slingbox needed)
Native qcap causes a new problem so can't try that as a workaround.
Native quartz needed to get this far.
The crash does not occur in Staging 2.21.
I compiled Wine 3.0-rc3 with -O0 and the crash does not occur. Compiling again
with -O1 or -O2 and the problem returns (did not try -O3). I also receive the
following warning during compilation, but further testing suggests it is not
related:
cc1: warning: unrecognized command line option ‘-Wno-packed-not-aligned’
I tried reverting 6864803f1ab70f9f9e90903b13e67da40973d12a but it did no make
any difference.
https://source.winehq.org/git/wine.git/commitdiff/6864803f1ab70f9f9e90903b1…
I also tried compiling with the following, which the man page claims GCC sets
with -O1, but the crash still didn't occur:
-fomit-frame-pointer -ftree-phiprop -ftree-sink -ftree-slsr -ftree-sra
-ftree-pta -ftree-ter -funit-at-a-time -ftree-copy-prop -ftree-copyrename
-ftree-dce -ftree-dominator-opts -ftree-dse -ftree-forwprop -ftree-fre
-fmove-loop-invariants -fshrink-wrap -fsplit-wide-types -ftree-bit-ccp
-ftree-ccp -fssa-phiopt -ftree-ch -finline-functions-called-once
-fipa-pure-const -fipa-profile -fipa-reference -fmerge-constants
-fdelayed-branch -fdse -fforward-propagate -fguess-branch-probability
-fif-conversion2 -fif-conversion -fauto-inc-dec -fbranch-count-reg
-fcombine-stack-adjustments -fcompare-elim -fcprop-registers -fdce -fdefer-pop
The crash goes away when reverting commit
01676c5dd6f9fb61b9c4e52595f6e75e21050009 and recompiling.
01676c5dd6f9fb61b9c4e52595f6e75e21050009 is the first bad commit
commit 01676c5dd6f9fb61b9c4e52595f6e75e21050009
Author: Alexandre Julliard <julliard(a)winehq.org>
Date: Sat Nov 25 11:48:02 2017 +0100
user32: Use the magic format string prefix for relay traces.
Signed-off-by: Alexandre Julliard <julliard(a)winehq.org>
:040000 040000 c075dd76fd2d86e2cb8e14a300f4f8a7a8952bf4
ab6d49e1c18eae5208a19b0be062ffbf7abc8518 M dlls
Staging 2.21 does have this commit, but the binary packages do, beginning with
release 3.0-rc1.
Workaround unknown.
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https://bugs.winehq.org/show_bug.cgi?id=54272
Bug ID: 54272
Summary: ntdll-NtDevicePath breaks Wow.exe
Product: Wine-staging
Version: 8.0-rc2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: blocker
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: kdt3rd(a)gmail.com
CC: leslie_alistair(a)hotmail.com, z.figura12(a)gmail.com
Distribution: ---
In 8.0-rc2, the ntdll-NtDevicePath patch was updated and re-enabled. However,
this seems to cause some sort of stack corruption that causes World of Warcraft
to hard abort with a free() invalid pointer error after about 10-20 minutes.
https://bugs.winehq.org/show_bug.cgi?id=54267 has a bit more information
I added some trace calls, and 99.9% of the time it goes either into the path
where the attributes provides a root directory, or the path does not match
either \SystemRoot\ or \??\ so is processed by the original code path. However,
when it does crash, it is during processing of
\SystemRoot\system32\ntoskrnl.exe
the path is converted to
\??\C:\windows\system32\ntoskrnl.exe
and the nt_to_unix_file_name_internal function processes that correctly,
translating it to
<configroot>/c:/windows/system32/ntoskrnl.exe
but then crashes during the free of the 'name' variable at the end of (the new)
nt_to_unix_file_name. This is not the first time it did this transformation, if
I scroll back in the log, I see a few others. So something seems to be
triggering some sort of slow corruption - or debugstr_us is lying and there are
hidden non-printable characters in the above and that explains the corruption.
But I am sort of mystified, the lengths of the strings seem plausible. But if I
just remove that one patch (ntdll-NtDevicePath), all works...
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https://bugs.winehq.org/show_bug.cgi?id=54268
Bug ID: 54268
Summary: Moving the separator in regedit don't repaint listview
Product: Wine
Version: 8.0-rc2
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: wineserver
Assignee: wine-bugs(a)winehq.org
Reporter: zzhang(a)codeweavers.com
Distribution: ---
Created attachment 73833
--> https://bugs.winehq.org/attachment.cgi?id=73833
demo
Moving the separator in regedit don't repaint listview. See the attached video.
Bisect points to 33617af
33617af8145b6fadfe41d48968a728ff57b3064b is the first bad commit
commit 33617af8145b6fadfe41d48968a728ff57b3064b
Author: Jinoh Kang <jinoh.kang.kr(a)gmail.com>
Date: Mon Oct 31 22:30:20 2022 +0900
server: Don't invalidate the newly exposed child region on the parent if it
doesn't clip children.
This partly reverts e42eaaaf3a873d29b14f8f3a3617df2d0d4210ca.
Signed-off-by: Jinoh Kang <jinoh.kang.kr(a)gmail.com>
dlls/user32/tests/msg.c | 4 ----
server/window.c | 6 ++----
2 files changed, 2 insertions(+), 8 deletions(-)
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https://bugs.winehq.org/show_bug.cgi?id=54170
Bug ID: 54170
Summary: 20XX: invisible character
Product: Wine
Version: 7.19
Hardware: x86-64
OS: Linux
Status: NEW
Keywords: regression
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: gyebro69(a)gmail.com
CC: z.figura12(a)gmail.com
Regression SHA1: 5f1cbb1b85e7d92b6c783a32ae85ca2902296481
Distribution: ArchLinux
Created attachment 73693
--> https://bugs.winehq.org/attachment.cgi?id=73693
terminal output
The character you are controlling in the game is invisible.
The buttons in the menus lack a background pattern.
This bug has appeared since
commit 5f1cbb1b85e7d92b6c783a32ae85ca2902296481
Author: Zebediah Figura <zfigura(a)codeweavers.com>
Date: Sat Jul 30 19:10:09 2022 -0500
d3d9: Use a separate draw texture for managed resources.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52954
The game needs native d3dcompiler_47.dll to start.
This was tested with the Epic Games version (v1.42.13) but probably the Steam
version is also affected:
https://store.steampowered.com/app/322110/20XX/
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVIDIA GeForce GT 730/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 470.161.03
OpenGL core profile shading language version string: 4.60 NVIDIA
wine-8.0-rc1-75-g17e5ff74308
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https://bugs.winehq.org/show_bug.cgi?id=54023
Bug ID: 54023
Summary: d3d11:d3d11 - test_dynamic_map_synchronization() fails
on w11pro64_nv
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Windows
Status: NEW
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: fgouget(a)codeweavers.com
d3d11:d3d11 - test_dynamic_map_synchronization() fails on w11pro64_nv:
d3d11.c:34427: Test failed: Got 0xff0000ff, expected 0xff00ff00 at (3, 5, 0),
sub-resource 0.
See https://test.winehq.org/data/patterns.html#d3d11:d3d11
Note: w11pro64_nv is the TestBot's NVIDIA RTX3050 PCI passthrough Windows 11
21H2 VM. The plain QXL (QEmu), and AMD PCI passthrough test configurations have
d3d11:d3d11 failures too but in other test functions.
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https://bugs.winehq.org/show_bug.cgi?id=53995
Bug ID: 53995
Summary: d2d1:d2d1 runs out of GL memory and crashes on the
debian 11 VM
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: d2d
Assignee: wine-bugs(a)winehq.org
Reporter: fgouget(a)codeweavers.com
Distribution: ---
d2d1:d2d1 runs out of GL memory and crashes on the debian 11 VM:
d2d1.c:7145: Test marked todo: Figure does not match.
Unhandled exception: page fault on write access to 0x00000000 in 32-bit code
(0x6ab30fe4).
[...]
Backtrace:
=>0 0x6ab30fe4 memset+0x24(dst=0x000000000, c=0, n=0x12c000)
[Z:\home\winetest\tools\testbot\var\wine\dlls\msvcrt\string.c:3205] in ucrtbase
(0x0685f908)
1 0x008a9073 wined3d_texture_load_location+0x423(texture=002CB990,
sub_resource_idx=0, context=00289F90, location=0x8)
[Z:\home\winetest\tools\testbot\var\wine\dlls\wined3d\texture.c:862] in wined3d
(0x0685f9a8)
2 0x00897fce surface_cpu_blt+0x9ee(dst_texture=002CB990,
dst_sub_resource_idx=0, dst_box=0685FB38, src_texture=0028D170,
src_sub_resource_idx=0, src_box=0685FB50, flags=0x20000000, fx=0685FB68,
filter=WINED3D_TEXF_POINT)
[Z:\home\winetest\tools\testbot\var\wine\dlls\wined3d\surface.c:752] in wined3d
(0x0685faf8)
3 0x00899ac2 cpu_blitter_blit+0xc2(blitter=002BB820,
op=WINED3D_BLIT_OP_RAW_BLIT, context=00289F90, src_texture=0028D170,
src_sub_resource_idx=0, src_location=0x10, src_rect=0685FE10,
dst_texture=002CB990, dst_sub_resource_idx=<is not available>,
dst_location=0x8, dst_rect=0685FE20, color_key=00000000,
filter=WINED3D_TEXF_POINT, resolve_format=00000000)
[Z:\home\winetest\tools\testbot\var\wine\dlls\wined3d\surface.c:1328] in
wined3d (0x0685fb98)
4 0x008b7622 ffp_blitter_blit+0xa2(blitter=002BB838,
op=WINED3D_BLIT_OP_RAW_BLIT, context=00289F90, src_texture=0028D170,
src_sub_resource_idx=0, src_location=0x10, src_rect=0685FE10,
dst_texture=002CB990, dst_sub_resource_idx=0, dst_location=0x8,
dst_rect=0685FE20, colour_key=00000000, filter=WINED3D_TEXF_POINT,
resolve_format=00000000)
[Z:\home\winetest\tools\testbot\var\wine\dlls\wined3d\texture.c:6190] in
wined3d (0x0685fc58)
5 0x0085d36d glsl_blitter_blit+0x1ad(blitter=002BB850,
op=WINED3D_BLIT_OP_RAW_BLIT, context=00289F90, src_texture=0028D170,
src_sub_resource_idx=0, src_location=0x10, src_rect=0685FE10,
dst_texture=002CB990, dst_sub_resource_idx=0, dst_location=0x8,
dst_rect=0685FE20, colour_key=00000000, filter=WINED3D_TEXF_POINT,
resolve_format=00000000)
[Z:\home\winetest\tools\testbot\var\wine\dlls\wined3d\glsl_shader.c:13270] in
wined3d (0x0685fd78)
6 0x0089ada1 texture2d_blt+0x3c1(dst_texture=002CB990,
dst_sub_resource_idx=0, dst_box=05B678B4, src_texture=0028D170,
src_sub_resource_idx=0, src_box=05B678D4, flags=0x20000000, fx=05B678F0,
filter=WINED3D_TEXF_POINT)
[Z:\home\winetest\tools\testbot\var\wine\dlls\wined3d\surface.c:1639] in
wined3d (0x0685fe48)
7 0x0081b8ad wined3d_cs_exec_blt_sub_resource+0xcd(cs=05B50020,
data=05B678A8) [Z:\home\winetest\tools\testbot\var\wine\dlls\wined3d\cs.c:2579]
in wined3d (0x0685fec8)
8 0x0081d37b wined3d_cs_command_unlock(queue=<internal error>, cs=<internal
error>) [Z:\home\winetest\tools\testbot\var\wine\dlls\wined3d\cs.c:3310] in
wined3d (0x0685ff28)
9 0x0081d37b wined3d_cs_execute_next+0x53(ctx=<couldn't compute location>)
[Z:\home\winetest\tools\testbot\var\wine\dlls\wined3d\cs.c:3309] in wined3d
(0x0685ff28)
10 0x0081d37b wined3d_cs_run+0x13b(ctx=<couldn't compute location>)
[Z:\home\winetest\tools\testbot\var\wine\dlls\wined3d\cs.c:3376] in wined3d
(0x0685ff28)
[...]
7145 is the most common last trace seen, though 7033 also appears at least
once, but running with WINETEST_REPORT_SUCCESS I get different locations.
See https://test.winehq.org/data/patterns.html#d2d1:d2d1
Furthermore when reproducing this I saw out-of-memory traces right before the
crash. For instance:
d2d1.c:601: Test succeeded
01d8:err:d3d:wined3d_debug_callback 00291C38: "GL_OUT_OF_MEMORY in
glBufferStorage".
01d8:err:d3d:wined3d_debug_callback 00291C38: "GL_INVALID_VALUE in
glMapBufferRange(offset 0 + length 67108864 > buffer_size 0)".
01d8:err:d3d:wined3d_allocator_chunk_gl_map Failed to map chunk memory.
01d8:err:d3d:wined3d_bo_gl_map Failed to map chunk.
01d8:err:d3d:wined3d_context_gl_map_bo_address Failed to map bo.
wine: Unhandled page fault on write access to 00000000 at address 6AB30FE4
(thread 01d8), starting debugger...
It's not clear why only the debian11 VM is impacted: it has a dual-screen
configuration but so does debiant so it does not appear to be a multi-monitor
thing, and this does not happen on fgtb-debian11 or debian11b so it's not a
Debian version issue.
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https://bugs.winehq.org/show_bug.cgi?id=53752
Bug ID: 53752
Summary: Rayman 3: glitched graphics (black textures)
Product: Wine
Version: 7.3
Hardware: x86-64
URL: https://archive.org/download/rayman-3-pc-demo/Rayman3_
PC-Demo.zip
OS: Linux
Status: NEW
Keywords: download, regression
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: gyebro69(a)gmail.com
CC: z.figura12(a)gmail.com
Regression SHA1: 1b1b03055db8bf03c6783d4fcb19abf670d53338
Distribution: ---
There are lots of black textures in Rayman 3 thus not so much of the game can
be seen.
Can be reproduced with the demo: the issue is already present in the main menu.
According to my testing the problem appeared with
commit 1b1b03055db8bf03c6783d4fcb19abf670d53338
wined3d: Try to allocate new OpenGL BOs from the client thread for DISCARD
maps.
With the previous commit in-game scenery looks good.
Workaround: disable hardware TnL in the video settings utility called
R3_Setup_DX8.exe in the demo.
Rayman3_PC-Demo.zip (184M)
md5: d6d3c2d76931feff73f56295a0dee6a3
Still present in wine-7.18-120-g001665d7354.
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVIDIA GeForce GT 730/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 470.141.03
OpenGL core profile shading language version string: 4.60 NVIDIA
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