| 22 Mar 2025 |
Sean | oh okay | 02:00:42 |
olivia | lemme look at vkd3d-proton for a bit to confirm | 02:01:48 |
Sean | if you want something that will crash in the same way. the monster hunter wilds benchmark crashes in the final scene like this | 02:02:58 |
olivia | I can possibly try that | 02:03:21 |
olivia | I don't have any amd hardware to test with though lol | 02:03:27 |
olivia | but possible it is reproducible elsewhere | 02:03:35 |
Sean | oh okay, maybe not worth your time then | 02:03:41 |
Sean | but yeah | 02:03:43 |
olivia | /* Verify the expected PSO state that was used. This must match, or we have to fail compilation as per API spec. */
if (compat->state_desc_compat_hash != pso_compat->compat.state_desc_compat_hash)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("PSO compatibility hash mismatch.\n");
else
WARN("PSO compatibility hash mismatch.\n");
return E_INVALIDARG;
}
oh lol, this is not what I was expecting | 02:04:10 |
Sean | oh so they're just not to spec? | 02:04:38 |
Sean | and so the driver fails like it should | 02:04:46 |
olivia | yeah, I'm wondering if this is possibly an application problem | 02:05:11 |
olivia | I don't know d3d very well at all | 02:05:20 |
Sean | well it doesn't happen in windows itself | 02:05:28 |
olivia | there are some environment variables in the vkd3d README that configure their shader cache layers that might be worth fiddling with | 02:06:03 |
Sean | should I try disabling shader cache? | 02:07:53 |
olivia | possibly | 02:08:06 |
Hayden R. (they/them) | Prob | 02:08:09 |
olivia | oooh | 02:08:41 |
olivia | if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Ignoring mismatched driver for CachedPSO. Continuing as-if application did not provide cache.\n");
| 02:08:51 |
olivia | that looks juicy | 02:08:57 |
olivia | nvm, this is a different kind of error condition | 02:09:46 |
Sean | no it does the same thing with shader cache disabled | 02:13:06 |
Sean | I think that's just the steam cache anyways, not the game cache | 02:13:22 |
olivia | oh, how are you disabling the shader cache? | 02:13:36 |
Sean | VKD3D_SHADER_CACHE_PATH=0 | 02:13:44 |
olivia | yeah, that was the one I had in mind, but I think it kinda disables the wrong half of the cache here | 02:14:41 |
olivia | I'm wondering whether there's a way to get vkd3d to stop advertising support for D3D12_FEATURE_SHADER_CACHE, so that the application stops trying to do manual shader cache management | 02:15:26 |
olivia | (under the hypothesis that the application is either misusing the shader cache, or that vkd3d's compatibility check is wrong, but that vkd3d's internal shader cache might still work fine here) | 02:16:09 |
olivia | looks like vkd3d advertising this unconditionally | 02:17:00 |