It fails right after this:
warn: DxgiSwapChain: Display mode changes not implemented
warn: DxgiFactory::MakeWindowAssociation: Ignoring flags
fixme:driver:D3DKMTOpenAdapterFromHdc (0x33ee44): stub
Please run apitrace without DXVK. If you can, it would be best to run it on Windows, but Wine with their OpenGL backend may work as well. I edited the issue template accordingly to make this clear.
The log shows a few features that are still missing, which is likely the reason why the game doesn't render anything. Can't say when those will be implemented, however.
I have an update on this issue, after updating to latest master and Mesa 18.0, here are the results:



And It seems The Witcher 3 started rendering something too:




Since an apitrace could not be provided, can someone please test this again with a recent DXVK build? The missing features mentioned in the log files have been implemented.
@doitsujin
Saint's row 4 crashes after loading a saved game.
OS: Native Windows
Nvidia GTX 1080 ( driver 390.77)
SaintsRowIV_d3d11.log
SaintsRowIV_dxgi.log
vulkanlog.txt
There were a large a large amount of errors in the vulkan debug output.
Please excuse the stuttery apitrace. For some reason the apitrace was making saints row run like a slideshow and took a while to generate.
I'll look into it, looks like there is a bug with resource tracking somewhere.
For some reason the apitrace was making saints row run like a slideshow and took a while to generate.
That's normal, doesn't matter though.
I am providing an updated apitrace and logs for Saint's Row IV. This one removes the intro videos since they were really slow to replay in a trace.
Saint's Row IV is working like a charm in RADV the only failure is that doesn't charges with the right resolution
Tested with mesa-git and dxvk master f519a0f .
Closing since this appears to be fixed.
Several regressions (master vs DXVK-0.81):
For (2.) I don't remember such issue when last checked (near 0.81 version, according to dxvk log files). Present in both dx9 (D9VK) and dx11(DXVK) versions, same as flickering faces(which was the issue in 0.81). Renders fine in wined3d mode (w/o any issues but slower). Likely Nvidia driver changes (430.14 and 418.52.07 was tested).
Apitraces still not producible on linux, none of provided saintsrowIV.trace files available to check (3 and IV usually has common issues).
For (1.)
https://github.com/doitsujin/dxvk/commit/6eeb3b6da9ec9359318a7fd2786e6d8cc5c4878e
https://github.com/doitsujin/dxvk/commit/53aa27336bb6ee3b04f38a4e7d60016c7a4785fa
following patch fixes the issue
diff --git a/src/dxvk/dxvk_util.h b/src/dxvk/dxvk_util.h
index 86bb44e9..dcb853b6 100644
--- a/src/dxvk/dxvk_util.h
+++ b/src/dxvk/dxvk_util.h
@@ -182,8 +182,8 @@ namespace dxvk::util {
* \returns \c true if the depth aspect for images in this layout is read-only.
*/
inline bool isDepthReadOnlyLayout(VkImageLayout layout) {
- return layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL
- || layout == VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL;
+ return layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
+ //|| layout == VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL;
}
/**
standard_validation layer fails almost instantly after start (for both master and patched), but OK for 0.81, so here the both logs:
SR3-1.2.1-patched.log
SR3-0.81.log
EDIT: in case the game specific overrides: SaintsRowTheThird.exe and SaintsRowTheThird_DX11.exe
That patch is incorrect and would only break a workaround for a game bug in Spellforce 3. This game might have the same bug but rely on different behaviour, can't tell without an apitrace though.
Also it would be nice if you could post the validation output for the UNPATCHED 1.2.1/master.
Anyway, just use the native Linux version instead. I kind of don't want to work around a broken engine that has a working Linux port.
That patch is incorrect ...
I don't saying it's correct, otherwise could PR it.
Also it would be nice if you could post the validation output for the UNPATCHED 1.2.1/master.
Output exactly the same, both crashing with validation enabled. Anyway : SR3-1.2.1-master.log
EDIT: :smile:
I have a mixed feelings, but some kind of game was played and a lesson was learned.
EDIT2:
@pchome
- black(grey) patches on the ground (depend on view/position)
In case someone looking for solution: set __GL_NextGenCompiler=0 , tested on 430.14/418.52.10.
__GL_Nx1 2019-06
The game boots normally, the menus are rendered without issues, however upon loading, only the HUD is rendered correctly, on a black background. (Using latest master)
Software information
Saints Row IV (also happens with Saints Row The Third). Confirmed regardless of settings, went from high+4xmsaa to low+noaa, with the same results.
System information
Apitrace file(s)
Log files
d3d11.log: d3d11.log
dxgi.log: dxgi.log