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Fix GameInputInitialize crash on 32bit builds - #16582
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GameInputIntiailize is an STDAPI function, which uses a __stdcall convention. On 64 bit __stdcall is ignored but on 32 bit the default calling convention is __cdecl. This results in the stack getting corrupted and GameInputCreateWithVersion returns to a garbage address.
madebr
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Oct 24, 2026
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Merged, thanks! |
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Description
I'm working on a PC port project that currently still has to be built for 32-bit.
I recently started getting a crash on initialization during gamepad initialization which I tracked to the GAMEINPUT joystick driver. (I had no issues for a while so my best explanation for now is that the feature must have recently started becoming enabled after a windows update or something 🤷) The crash was crashing with an "Access Violation executing location ..." error, pointing to stack corruption. After stepping through the code I found the issue occured after calling into
GameInputInitialize.GameInputIntiailizeis anSTDAPIfunction (source) which uses a__stdcallconvention. It seems that on 64 bit__stdcallis ignored but on 32 bit the default calling convention is__cdecl, which might explain why this went unoticed this long. This results in the stack getting corrupted and GameInputCreateWithVersion returns to a garbage address.Existing Issue(s)
N/A