http://bugs.winehq.org/show_bug.cgi?id=59450 --- Comment #7 from Tony Fabris <tfabris@gmail.com> --- Created attachment 80458 --> http://bugs.winehq.org/attachment.cgi?id=80458 Vkd3d trace log output before crash Thanks to Henri, I'm successfully compiling various versions of vkd3d and I'm able to get it running under Crossover. This also helped me obtain trace log output from vkd3d which is attached to this message. (For some reason, adding VKD3D_DEBUG="trace" to the bottle's configuration didn't give me trace messages, so I had to hardcode the default to VKD3D_DBG_LEVEL_TRACE to get any trace output.) I'm able to compile both the mainline vkd3d version and also the modified version found in the Crossover 26.0 source code found at https://www.codeweavers.com/crossover/source Here's what I have learned so far: - Mainline versions of vkd3d won't even run Hades 2 at all. They all pop up a message box complaining that it can't create a renderer. Only the modified version of vkd3d that comes with Crossover 26.0 will run the game. - From looking at the diffs in the code, I wonder if it's the addition of mtlvkext (Molten VK extensions?) that lets Crossover's modified version run this game. Don't know. It's included in libs/vkd3d/vkd3d_private.h and the .h file is found in /include/private. There's also a line that targets a newer Vulkan version, in programs/vkd3d-compiler/main.c there's a line saying "spirv_target_info.environment = VKD3D_SHADER_SPIRV_ENVIRONMENT_VULKAN_1_1" which used to be "1_0". There's also a line in libs/vkd3d/device.c talking about the hacks they needed to do to to get around problems with a broken MoltenVK descriptor index. - From looking at the diffs in the code, I wonder if the hang is in memory or cache management? The modifications from the baseline version have some major changes to memory management and cache rebalancing. - When I have enabled trace output, the amount of text spewing to the console is massive. Enough to slow the game's frame rate down just a hair, making it kind of hitch and sputter ever so slightly. This reduced the frequency of hangs massively! It used to be that hangs would happen every few minutes (or every several minutes), but after switching it to "trace" output I was able to play the game for more than an hour before the first hang. So the hang happens depending on the timing of the game code. This also makes me wonder if it's a memory management bug which is only hit in intermittent situations. I'd love it if the Codeweavers developers who are in charge of the modified Crossover version of vkd3d could take a peek at this bug report and the attached trace output. I'd also be happy to try out any newer work-in-progress builds of their modified version of vkd3d. Right now the only source code I have of the modified version is the one that ships with Crossover 26.0. Henri, can you put in a good word for me? -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.