I'm looking at this now:
Writing to other pixel shader outputs (o2, o3 etc.) is undefined; you may not write to a render target if it is not bound to slot 0. Writing oDepth is valid during dual source color blending.
If we can confirm with the D3D12 runtime that this UB is allowed in the PSO, we can work around it by masking out the extra RT writes.
I'm looking at this now:
- I had to use Proton 7 to get the EA launcher working. @elogicuk , which versions of Proton did you test with, and can you use 8 and/or Experimental?
- I was able to repro the dual-source blending issue. It seems like at least one shader is using undefined behaviour:
i tested with 7.2 all the way up to 8.8 same results each time.
With null77's fix having been merged in vkd3d-proton and just landed in Proton Bleeding this works for me now :+1:
With null77's fix having been merged in vkd3d-proton and just landed in Proton Bleeding this works for me now +1
im using linux and lutris, how do i download these?
You can download the latest master build, as of now, here https://github.com/HansKristian-Work/vkd3d-proton/actions/runs/5404023377
You can download the latest master build, as of now, here https://github.com/HansKristian-Work/vkd3d-proton/actions/runs/5404023377
i just tested it works great thanks to everyone you guys rock!
Nothing extracted yet.
Game loads and crashes while building the shaders
Software information
Star Wars: Battlefront II (2017)
DirectX-12
System information
Log info
58858.704:0158:01f0:err:vkd3d-proton:vkd3d_dxil_log_callback: dxil-spirv: For dual source blending, only RT 0 and 1 can be used.
58858.704:0158:01f0:err:vkd3d-proton:vkd3d_dxil_log_callback: dxil-spirv: Failed to convert function.