Henri Verbeet pushed to branch master at wine / vkd3d
Commits: 05f7f03d by Giovanni Mascellani at 2025-03-18T15:53:59+01:00 tests: Mark a queue synchronization test as buggy on MoltenVK.
The graphics pipeline triggers an internal error in the Metal pipeline compiler, with a completely generic error message. I have no idea what the actual problem is.
- - - - - 803bf596 by Giovanni Mascellani at 2025-03-18T15:55:29+01:00 tests: Mark an early depth stencil test as buggy on MoltenVK.
On MoltenVK it seems that all draws are always executed, independently of the early depth stencil test. The problem doesn't seem to belong to vkd3d or MoltenVK, because the generated Metal commands look correct. I tried looking at a GPU capture with Xcode, which was not very conclusive because it doesn't state clearly whether early fragment tests were passed or not. Sometimes it says that a fragment shader execution had no thread execution data, which I interpret as the early fragment tests having prevented the fragment shader from running, but it's not really consistent, and it's never clear which results are based on software simulation and which on the hardware run.
However taking everything into account I think the most likely explanation is some incorrect optimization at the Metal level.
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1 changed file:
- tests/d3d12.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/8f19d02501e1c1660bfb58926e05c...