https://bugs.winehq.org/show_bug.cgi?id=52795
Bug ID: 52795 Summary: Small stack size in PE<>Unix syscall handler causes a crash in Cyberpunk 2077 Product: Wine Version: 7.6 Hardware: x86-64 OS: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: -unknown Assignee: wine-bugs@winehq.org Reporter: shtetldik@gmail.com Distribution: ---
With recent changes in radv, Cyberpunk 2077 started crashing in recent versions of Wine (tested it with 7.5 and 7.6).
See: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6291
See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6218
Some there suggested it could be due to small stack size used in PE<>Unix syscall handler, which is a problem with Vulkan usage scenarios that require larger stack.
For instance, Proton tries to work around that issue:
https://github.com/ValveSoftware/wine/blob/0ad7e8878c400ee081de85bb1e21ef633...
It would be good for upstream Wine to address this somehow too, may be increasing stack size or at last providing some configurable option to do it if it's not a desirable default.
https://bugs.winehq.org/show_bug.cgi?id=52795
masush755@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |masush755@gmail.com
--- Comment #1 from masush755@gmail.com --- This affects more games than just Cyperpunk 2077 on Mesa/RADV. Stack overflows during pipeline compilation will also happen with: - Stranger of Paradise: Final Fantasy Origin - Doom Eteral when ray tracing is enabled - Unreal Engine 5 City Sample with the vulkan backend
Further references: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6173 https://gitlab.freedesktop.org/mesa/mesa/-/issues/6209
So far Doom Eternal with ray tracing was the game that required the largest stack with about 800K
https://bugs.winehq.org/show_bug.cgi?id=52795
Zeb Figura z.figura12@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Summary|Small stack size in |Multiple applications crash |PE<>Unix syscall handler |in Mesa due to syscall |causes a crash in Cyberpunk |stack overflow (Cyberpunk |2077 |2077, Stranger of Paradise, | |Doom Eternal with ray | |tracing)
https://bugs.winehq.org/show_bug.cgi?id=52795
--- Comment #2 from Shmerl shtetldik@gmail.com --- May be such kind of exclusion can be added to Wine staging? Though it won't help Cyberpunk 2077 due to another regression (bug #52662), so it would be good to have a fix in the upstream Wine itself.
https://bugs.winehq.org/show_bug.cgi?id=52795
--- Comment #3 from Shmerl shtetldik@gmail.com --- Good news, it's working fine with Wine 7.7.
https://bugs.winehq.org/show_bug.cgi?id=52795
--- Comment #4 from Shmerl shtetldik@gmail.com --- I mean Cyberpunk 2077 at least.
https://bugs.winehq.org/show_bug.cgi?id=52795
Ken Sharp imwellcushtymelike@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Resolution|--- |FIXED Status|UNCONFIRMED |RESOLVED
--- Comment #5 from Ken Sharp imwellcushtymelike@gmail.com --- Fixed
https://bugs.winehq.org/show_bug.cgi?id=52795
Zeb Figura z.figura12@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Component|-unknown |ntdll Fixed by SHA1| |dfd5f109fb4ebad859bf3ce3960 | |b3b2b2ad1341d
https://bugs.winehq.org/show_bug.cgi?id=52795
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #6 from Alexandre Julliard julliard@winehq.org --- Closing bugs fixed in 7.11.
https://bugs.winehq.org/show_bug.cgi?id=52795
--- Comment #7 from Shmerl shtetldik@gmail.com --- Recent updates to vkd3d-proton which added a lot of ray tracing related logic started crashing Cyberpunk 2077 again with Mesa main, which could mean the stack issue is back.