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Crash mesa3dgl.library - Stack extends out of range

Last updated on 20 minutes ago
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sonountalebanMember
Posted 17 hours ago
Hello,
I'm making AvP (Aliens vs Predator) game running on AROS v11 however sometimes I got crashes like the one I've attached here.
The game is based on the old source code available on AROS Archives, updated to the latest version, although there are very few newer changes, not related to the rendering stuff.
It still uses SDL1.2, the stack is set to 1 MB I think and I'm running it on native AROS One v1.3.
What could it be?

i.postimg.cc/PqqMQ1nF/20261029-184344.jpg
Edited by sonountaleban on 29-10-2026 15:07, 17 hours ago
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deadwoodAROS Dev
Posted 17 hours ago
I'd check what stack really gets assigned to this program (use tasklist from shell). 1MB might not be enough - mesa is really stack-hungry, especially with softpipe (software rasterizer) driver.
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sonountalebanMember
Posted 15 hours ago
Thanks, whatever value I set in the info file is ignored, indeed I see from tasklist output it's still assigned 40k. If I use this code here https://en.wikibooks.org/wiki/Aros/Developer/Docs/Examples/StackSwap it's better, however the game stuck during the quitting.
AMIGASYSTEMAMIGASYSTEMDistro Maintainer
Posted 15 hours ago
@ Sonountaleban
I had the same problem with the YQuake2 source code when I ported it to v11—an unresolvable stack overflow as soon as I ran the game, and again when exiting the game. Claude, did you fix it? Now YQuake2 starts up without setting the stack.
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sonountalebanMember
Posted 15 hours ago

AMIGASYSTEM wrote:

@AMIGASYSTEM - @ Sonountaleban
I had the same problem with the YQuake2 source code when I ported it to v11—an unresolvable stack overflow as soon as I ran the game, and again when exiting the game. Claude, did you fix it? Now YQuake2 starts up without setting the stack.


How did you fix it?
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deadwoodAROS Dev
Posted 6 hours ago
Generally you should not need to use StackSwap. Stack set on icon should be applied to the process by the system, unless:

a) your icons has a CLI tooltype - this tooltype requires the process to be run through shell and makes it use default shell stack
b) the task that works with GL is not actually the "main" process created by starting the game but a subtask that does not have proper stack size set.

Do this test: open shell, set stack to 1000000, start game from shell, check in another shell if the process has correct stack.
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sonountalebanMember
Posted 3 hours ago

deadwood wrote:

@deadwood - Generally you should not need to use StackSwap. Stack set on icon should be applied to the process by the system, unless:

a) your icons has a CLI tooltype - this tooltype requires the process to be run through shell and makes it use default shell stack
b) the task that works with GL is not actually the "main" process created by starting the game but a subtask that does not have proper stack size set.

Do this test: open shell, set stack to 1000000, start game from shell, check in another shell if the process has correct stack.


Yes, if I set stack via shell, I can see the correct value. Cheers.
About b) how can I set it if it's possible?
Edited by sonountaleban on 30-10-2026 05:23, 3 hours ago
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deadwoodAROS Dev
Posted 20 minutes ago
b) it depends - if you are creating a process directly there is NP_StackSize tag you can pass

BTW, did you check a) if you icon doesn't have CLI tooltype? That's the most common issues with "stack" I saw.
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Users who participated in discussion: deadwood, AMIGASYSTEM, sonountaleban