https://bugs.winehq.org/show_bug.cgi?id=56172
Bug ID: 56172 Summary: [Sway] winewayland.drv GameThread timed out waiting for RenderThread (crash) Product: Wine Version: 9.0-rc4 Hardware: x86-64 OS: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: -unknown Assignee: wine-bugs@winehq.org Reporter: grabbend@hotmail.com Distribution: ---
# Overview
From my limited understanding, Sway doesn't render new frames for inactive Workplaces.
This has never been an issue since every application picks up where it left off once its Workspace is in foreground.
However, this behavior causes the new winewayland.drv to falsely trigger a timeout which crashes the game:
# Stacktrace
LowLevelFatalError [File:Unknown] [Line: 1209] GameThread timed out waiting for RenderThread after 120.00 secs
# Reproduce
* Make sure you've activated the new Wayland driver in your registry: HKEY_CURRENT_USER\Software\Wine\Drivers\Graphics="x11,wayland"
* Ensure the game process is using Wayland: DISPLAY=''
1. Start any game (I've seen this issue with both DXVK & VKD3D-Proton).
2. In Sway, switch the focused Workplace (to make sure the game process isn't in foreground).
3. Wait 120 seconds for the hardcoded time limit to be reached. This will forcefully kill the game process (even though it's unnecessary).
# Additional information
* If you go back to the Sway Workplace where the game is running in fullscreen before the 120 seconds time limit is reached, it will just pick off where it left off.
* The popup window which shows WINE's stacktrace ALSO exits after 120 seconds.
* This issue cannot be reproduced with XWayland.
https://bugs.winehq.org/show_bug.cgi?id=56172
GrabbenD grabbend@hotmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Summary|[Sway] winewayland.drv |[Sway] winewayland.drv |GameThread timed out |GameThread timed out |waiting for RenderThread |waiting for RenderThread |(crash) |(crash/freeze)
https://bugs.winehq.org/show_bug.cgi?id=56172
GrabbenD grabbend@hotmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Version|9.0-rc4 |9.6
https://bugs.winehq.org/show_bug.cgi?id=56172
--- Comment #1 from GrabbenD grabbend@hotmail.com --- This issue has been occurring since WINE 9.0 - 9.6 with the Wayland driver. Cyberpunk 2077 is another game where this problem is reproducible.
Any ideas what could be done to mitigate this?
https://bugs.winehq.org/show_bug.cgi?id=56172
vmawi2fjl45r@opayq.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |vmawi2fjl45r@opayq.com
--- Comment #2 from vmawi2fjl45r@opayq.com --- Running into this problem on KDE with a different game. It's apparent that many different games interpret lack of rendering as a hang and crash.
XWayland works around this by rendering new frames once in a while even if rendering callback is not being invoked by the compositor. I think WINE should implement this on native Wayland backend too, since, just like X applications, Windows applications expect rendering to never pause by itself and some do not respond well to such assumption being violated.