[Bug 54824] New: Resident Evil Village stucks after launch
https://bugs.winehq.org/show_bug.cgi?id=54824 Bug ID: 54824 Summary: Resident Evil Village stucks after launch Product: vkd3d Version: 1.7 Hardware: x86-64 OS: Linux Status: NEW Severity: normal Priority: P2 Component: vkd3d Assignee: wine-bugs(a)winehq.org Reporter: andrey.goosev(a)gmail.com Distribution: --- vkd3d:err:d3d12_command_allocator_allocate_descriptor_set Failed to allocate descriptor set, vr -2. vkd3d:err:d3d12_command_list_update_descriptor_table Heap descriptor count 1000000 exceeds maximum Vulkan count 16384. Reducing to the Vulkan maximum. 1.7-51-g0c05f240 -- 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.
https://bugs.winehq.org/show_bug.cgi?id=54824 Conor McCarthy <cmccarthy(a)codeweavers.com> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |cmccarthy(a)codeweavers.com --- Comment #1 from Conor McCarthy <cmccarthy(a)codeweavers.com> --- Hi Andrey, Maximum 16384 descriptors means the new heap implementation is not used. If you can run vkd3d tests/d3d12 with 'VKD3D_TEST_FILTER=test_create_device VKD3D_DEBUG=trace' and post the results that would help greatly. -- 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.
https://bugs.winehq.org/show_bug.cgi?id=54824 --- Comment #2 from Andrey Gusev <andrey.goosev(a)gmail.com> --- Created attachment 74544 --> https://bugs.winehq.org/attachment.cgi?id=74544 test_d3d12 -- 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.
https://bugs.winehq.org/show_bug.cgi?id=54824 --- Comment #3 from Conor McCarthy <cmccarthy(a)codeweavers.com> --- Vulkan-backed heaps depend on update-after-bind, which is not supported for CBVs on the GTX 1060. Even with a workaround for this, 15 buffers per stage is likely not enough. With Vulkan-backed heaps enabled each descriptor must be bound to all stages due to differences vs d3d12, so that limits it even more. -- 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.
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