Philip Rebohle
Philip Rebohle
@adamnv Thanks for looking into this. However, I don't think the undefined value should be the issue here if we look at the actual uses more closely: ``` %1290 =...
@adamnv Testing this on a 4070 now. It looks like there's a problem with how the compiler handles `SetMeshOutputsEXT` inputs. For reference, the shader I'm working with is `05d3d244d33727ed` from...
`VKD3D_FILTER_DEVICE_NAME` only works if the game does not explicitly pass a DXGI adapter to D3D12CreateDevice. If a game does explicitly pass the adapter, then only the DXVK env var will...
Have you tried a more up to date mesa version? We're on 23.3.2 at this point.
This is kind of expected though? Raytracing acceleration structures are **big**, and will obviously not be created when raytracing is disabled. You could try using `VKD3D_CONFIG=no_upload_hvv` and see if that...
We don't allocate more memory if DXR is exposed. Memory management is up to the game.
What's the fastest way to get to a location in the game where this happens? Anyway, this GPU is GCN 1.0, good chance that there's driver issues happening. Also please...
Probably an issue with VRAM budget reporting as usual, unfortunately we don't really have source access to any of these resource streaming systems to figure out why they are all...
The test should be correct, this looks more like an actual xfb bug since the test deliberately declares multiple variables in different streams as `SV_Position` and our shader compilers don't...
Again, the problem is that we have multiple `SV_Position` variables that our compilers map to a single one. The correct fix here is to only map the one for the...