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@winehq.org Reporter: andrey.goosev@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
https://bugs.winehq.org/show_bug.cgi?id=54824
Conor McCarthy cmccarthy@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |cmccarthy@codeweavers.com
--- Comment #1 from Conor McCarthy cmccarthy@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.
https://bugs.winehq.org/show_bug.cgi?id=54824
--- Comment #2 from Andrey Gusev andrey.goosev@gmail.com --- Created attachment 74544 --> https://bugs.winehq.org/attachment.cgi?id=74544 test_d3d12
https://bugs.winehq.org/show_bug.cgi?id=54824
--- Comment #3 from Conor McCarthy cmccarthy@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.