Summary: | Devil May Cry 5 segfaults with "unsupported nir load_const bit_size: 1", first bad commit: "radv: Use NIR barycentric intrinsics", 118a66df9907772bb9e5503b736c95d7bb62d52c | ||
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Product: | Mesa | Reporter: | Kyle De'Vir <kyle.devir> |
Component: | Drivers/Vulkan/radeon | Assignee: | mesa-dev |
Status: | RESOLVED FIXED | QA Contact: | mesa-dev |
Severity: | normal | ||
Priority: | medium | CC: | cwabbott0, kyle.devir |
Version: | git | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
All of the captured pipelines
Terminal output |
Description
Kyle De'Vir
2019-07-09 08:08:42 UTC
Can you upload a trace that shows the problem? I think the easiest way is to use vkpipeline-db (https://gitlab.freedesktop.org/mesa/vkpipeline-db) to capture the shaders using a mesa before the problem commit and then compile them using mesa master to find the problematic pipeline_test file. Yeah, I will. Just realized I should have specified I ran it using DXVK, not VKD3D. Not that it makes a difference, perhaps. vkpipeline-db isn't dumping any shaders... despite my environment variables being correct. This is how I run it: export VK_LAYER_PATH="/run/media/valmar/DataSSD/Games/WineLibraries/x64/VkLayer_vkpipeline_db.json" export LD_LIBRARY_PATH="$LD_LIBRARY_PATH:/run/media/valmar/DataSSD/Games/WineLibraries/x64/libVkLayer_vkpipeline_db.so" export VK_INSTANCE_LAYERS="VK_LAYER_vkpipeline_db" mkdir -p "/run/media/valmar/DataSSD/Games/SteamLibraryLinux/steamapps/common/Devil May Cry 5/CapturedShaders" export VKPIPELINE_DB_CAPTURE_PATH="/run/media/valmar/DataSSD/Games/SteamLibraryLinux/steamapps/common/Devil May Cry 5/CapturedShaders" export ENABLE_VKPIPELINE_DB="1" ${ProtonWineBinary} "${GameDir}/${GameBinary}" (In reply to kyle.devir from comment #3) > vkpipeline-db isn't dumping any shaders... despite my environment variables > being correct. > > This is how I run it: > > export > VK_LAYER_PATH="/run/media/valmar/DataSSD/Games/WineLibraries/x64/ > VkLayer_vkpipeline_db.json" > export > LD_LIBRARY_PATH="$LD_LIBRARY_PATH:/run/media/valmar/DataSSD/Games/ > WineLibraries/x64/libVkLayer_vkpipeline_db.so" > export VK_INSTANCE_LAYERS="VK_LAYER_vkpipeline_db" > > mkdir -p > "/run/media/valmar/DataSSD/Games/SteamLibraryLinux/steamapps/common/Devil > May Cry 5/CapturedShaders" > export > VKPIPELINE_DB_CAPTURE_PATH="/run/media/valmar/DataSSD/Games/ > SteamLibraryLinux/steamapps/common/Devil May Cry 5/CapturedShaders" > export ENABLE_VKPIPELINE_DB="1" > > ${ProtonWineBinary} "${GameDir}/${GameBinary}" Try setting LD_LIBRARY_PATH to "$LD_LIBRARY_PATH:/run/media/valmar/DataSSD/Games/WineLibraries/x64/" instead? I also set VK_LAYER_PATH to the directory containing VkLayer_vkpipeline_db.json Always the obvious things. :P Created attachment 144733 [details]
All of the captured pipelines
Created attachment 144734 [details]
Terminal output
Okay, I've uploaded the shaders, and terminal output. Thanks, I managed to reproduce the crash with 124.pipeline_test. I'll look into it now. Hopefully https://gitlab.freedesktop.org/mesa/mesa/merge_requests/1298 should fix it. It now gets further with my machine, but it fails on 27.pipeline_test with: run: /home/cwabbott/src/vkpipeline-db/serialize.c:723: deserialize_depth_stencil_state: Assertion `pInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO' failed. I have no idea why though, and it seems like a vkpipeline-db problem and not a problem with the game. Thanks! :) That MR is now merged, does the game work? It works, thank you. :) |
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