I think it would be better to report this to Qualcomm's driver team, if one can do that. None of us have a Adreno setup to do proper testing, let alone one with Windows installed.
Edit: At the very least we would need the log files that appear next to the games exe. But note that Windows and its drivers are not officially a supported target.
Do they even ship vulkan drivers for windows, or is it the vulkan on d3d12 stuff?
I think it would be better to report this to Qualcomm's driver team, if one can do that. None of us have a Adreno setup to do proper testing, let alone one with Windows installed.
At the very least we would need the log files that appear next to the games exe. But note that Windows and its drivers are not officially a supported target.
I'll see if I can write a bug report to Qualcomm. But given the driver development so far, this might take a while.
Do they even ship vulkan drivers for windows, or is it the vulkan on d3d12 stuff?
They do as of a few months, but DX12 is definitely their main concern.
They do as of a few months, but DX12 is definitely their main concern.
I mean, there is a vulkan on d3d12 "compatibility pack" thing on windows to provide a vulkan driver implemented on top of d3d12. Is the vulkan driver just this, or a "real" vulkan driver? DXVK logs or the output of vulkaninfo would tell you.
Attach the dxvk logs that appear next to the games exe (usually)
Edit: as mbriar said yea
Game logs (the files are empty)
Cuphead_dxgi.log
KSP_x64_dxgi.log
Those are the only files that can be attributed to DXVK.
Both from the patch logs and the cmd output I would say they ship Vulkan natively now.
vulkaninfo.txt
I understand this is not a supported target but I still appreciate you inquiring :)
Try attaching logs again when using current master. You can download a build here https://github.com/doitsujin/dxvk/actions/runs/16668813566
There should also be a d3d11 log besides dxgi
If the logs are completely empty then it's not even getting to any sort of initialization for... reasons. It's not unheard of that Vulkan drivers will internally load DXGI which can lead to infinite recursion, but even that should produce some log messages from DXVK init code.
Either way, this does sound like the kind of setup that is literally impossible to support.
I've raised an issue with Qualcomm about shipping an x64 ICD and ARM64EC loader. Thanks for the insight, I think this is entirely a driver thing.
I did manage to build DXVK as an ARM64EC binary. Which has already moved a bit further along in the loading of the game files
Also there are rumours of 3rd party packaging of Winlator having a self-built arm64ec. Can be found on youtube searching for "dxvk-2.6-arm64ec-async"
Software information
Tested games & DirectX versions:
Settings used: Default DXVK runtime DLLs (d3d11.dll, dxgi.dll) placed alongside game executables
System information
Description of the issue
On Snapdragon X Elite (Windows on ARM) devices, DXVK does not function at all. All tested titles either launch to a black screen (Fallout 4) or exit immediately without any rendering or error messages (Kerbal Space Program, Cuphead).
Steps to reproduce
Install a DX9/DX11 game (e.g., Fallout 4) via Steam or GOG.
Place DXVK DLLs (d3d11.dll, dxgi.dll, etc.) in the game directory.
Launch the game executable on an ARM64 device with Snapdragon X Elite.
Observe black screen or immediate process exit.