Not only that.
Looks like the game loads all shaders at onse. Despite almost instant crash it produced 1455 shaders. And when I tried to optimize them - spirv-opt itself has locked on one for five min.:
spirv-opt --legalize-hlsl CS_1358ba5d71fac34d06b16b37585f29d244c0e680.spv -o ../dxvk_shader_read/CS_1358ba5d71fac34d06b16b37585f29d244c0e680.spv
Than I run validator on all and It reported errors:
$ ./z_spirv-val-shaders.sh
CHECK_DUMP...
error: 10533: MemoryBarrier: Vulkan specification requires Memory Semantics to have one of the following bits set: Acquire, Release, AcquireRelease or SequentiallyConsistent
Error: PS_2c14013989db3668eecb2fd8abab3afeece2b26b.spv
CHECK_FIXED...
error: 7098: MemoryBarrier: Vulkan specification requires Memory Semantics to have one of the following bits set: Acquire, Release, AcquireRelease or SequentiallyConsistent
Error: PS_2c14013989db3668eecb2fd8abab3afeece2b26b.spv
DONE
Maybe you'll find something interesting inside:
CS_1358ba5d71fac34d06b16b37585f29d244c0e680.dxbc.gz
CS_1358ba5d71fac34d06b16b37585f29d244c0e680.spv.gz
PS_2c14013989db3668eecb2fd8abab3afeece2b26b.dxbc.gz
PS_2c14013989db3668eecb2fd8abab3afeece2b26b.spv.gz
The shader validation issue is known and has been reported several times already (I think in the Nvidia thread).
As for spirv-opt taking forever - it's still a dirty hack that is not officially supported. I'll check the compute shader though.
Nothing extracted yet.
Software information
Just Cause 3
DX11 mode: Runs with wine-staging-2.21, but ate all my RAM and GRAM and have some texture glitches.
DXVK mode: crash
System information
Apitrace file(s)
Log files