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The Witness #10
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Thanks for the report. Seems like the game crashes because As for high settings, the bug that causes issues with the SPIR-V compiler should hopefully be fixed in aa02612. If you can, please create a D3D apitrace (preferably on Windows) so that I can test locally. Multisampling and Alpha to Coverage is something that isn't exactly well tested, and some related feature are not implemented yet. |
I implemented the remaining modes for image mapping, so the game should hopefully not crash anymore. Can you test again with lastest
|
No longer crashing indeed, thanks, but there are missing things like you said: The log says:
with the last 2 lines spammed continuously. I don't currently have working Windows setup, but maybe I can get something with a vm and GPU passthrough later. |
I implemented the missing features, please test with latest As for apitrace, you can also try to run the Windows version of apitrace through wine, but it might not work. I've had some trouble with it with wine-staging, seems to be a bit more reliable on wine 3.0. |
Unfortunately while "Unhandled opcode class: DxbcOpcode::SampleB" is gone, the rendering is still not correct. I'm not sure if it improved at all. I think I've managed to get the traces with wine. They seem to replay for me with both wine's d3d11 and dxvk. |
Thanks for providing the trace files, I'll look into it. |
Haven't been able to figure out what exactly is causing the issues, but with mesa-git and As for the low preset, it looks like there is an insane amount of Z fighting going on but I don't know what might cause this at the moment. |
Can confirm the game is rendering correctly as long as multisampling is enabled. Using mesa 17.3.3 with RADV_DEBUG=nohiz. |
With multisampling it's indeed rendering almost correct. However the water reflections seem to be broken - it renders them once but they do not update, when camera is moved the reflection stays at the same screen location and plain color appears at the areas of screen newly taken by water. Every several seconds it updates for one frame and stops again. Unfortunately I wasn't able to reproduce it with a trace, with it "warning: failed with 0x80070057 (E_INVALIDARG): Invalid parameter." is spammed every frame and it behaves more like "low settings" trace. It replays correctly with wine's d3d11, so I've uploaded it anyway: |
There seems to be a regression, now the game gets stuck in some kind of loop. Also reproduceable with the traces. Bisect result: |
I cannot reproduce this with any of the trace files. Is there any indication what the game might be doing when it freezes (i.e. CPU load, debug messages)? Please also try to instrument the following |
With query fixes the water-not-updating issue went away, now it's updating but is seemingly behaving the same way like the whole game renders when MSAA is off ("low settings" trace from #10 (comment)). Random guess: could there be something wrong when ATOC is used without multisampling? There is some information in this wine bug: https://bugs.winehq.org/show_bug.cgi?id=44590 |
Just tested that, doesn't work. As in the wine bug report, disabling Alpha to Coverage makes semi-transparent objects show up incorrectly, but does not solve the flickering. I still have no idea what causes this sadly. |
I tested this on windows with dxvk and did not experience any flickering so it might not be a dxvk issue. |
@notaz small world :) |
The artifacts are gone when using amdgpu-pro 18.20 on my RX570, just like #343 (comment) . There are artifacts with amdvlk. |
Hey guys, I can reproduce the issue when multisampling is disabled on my Polaris. I will investigate. |
This workaround [1] should fix the rendering issues both with and without multisampling. Can someone confirm? Also it would be nice to know if World of Warcraft is also fixed with that change. Thanks. |
Confirming fixed here too. Does this mean DXVK is incorrectly setting the centroid decoration somewhere, or is it a driver issue? |
That's what I would like to know as well. As far as I'm aware, it is not illegal to set the FWIW, I'm only setting |
I think it's legal as well, I should have a proper patch soon. |
Here's the patch https://patchwork.freedesktop.org/patch/224448/ |
Thanks, i'll close this issue since a patch is available. |
Fixed in master with https://cgit.freedesktop.org/mesa/mesa/commit/?id=73df16dcee79e2281c8d8a830dbbe6655359c82d The patch should be available in mesa 18.0.5/18.1.1. |
[d3d9] Fix for missing restriction check in LockRect
[d3d9] Fix for missing restriction check in LockRect
[d3d9] Fix for missing restriction check in LockRect
[d3d9] Fix for missing restriction check in LockRect
[d3d9] Fix for missing restriction check in LockRect
[d3d9] Fix for missing restriction check in LockRect
[d3d9] Fix for missing restriction check in LockRect
[d3d9] Fix for missing restriction check in LockRect
A nice puzzle game with no Linux version available that has rendering problems with wine's d3d11 implementation. Uses multisample textures and alpha-to-coverage.
https://bugs.winehq.org/show_bug.cgi?id=42820
https://bugs.winehq.org/show_bug.cgi?id=42819
log with low settings: http://notaz.gp2x.de/tmp/dxvk/wit_u
log with high settings: http://notaz.gp2x.de/tmp/dxvk/wit_u_hi
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