Created attachment 141810 [details]
invisible helmet parts
This doesn't seem to affect POLARIS, however on VEGA helmets were rendering incorrectly/parts were not rendering on RADV, but working on AMDVLK, using llvm-svn and mesa-git on Arch.
Created attachment 141811 [details]
helmet working on amdvlk
Notes on getting the game working:
use TKG's winetricks to get dotnet472 installed:
winetricks -q dotnet472 vcrun2015 win7
make sure ipv6 is enabled in network settings and router (yes, this is weird, but launcher fails to open otherwise)
Hmm, I have trouble getting it installed.
If I do it on a new win64 the installer wants to install dotnet 4.5.2 and vcrun2015 again and gets stuck.
on win32 The installer immediately shuts down after the initial screen.
Is there anything more than
WINEPREFIX=.... winecfg <- set virtual desktop resolution & version to win7
WINEPREFIX=.... winetricks -q dotnet472 vcrun2015 win7
WINEPREFIX=.... wine DauntlessSetup.exe
required? Using wine-staging-3.16 .
Maybe you can create a trace using renderdoc?
TKG's winetricks has a fix for that, doesn't work currently with standard winetricks
will see if I can generate a renderdoc trace
(In reply to Thomas Crider from comment #4)
> TKG's winetricks has a fix for that, doesn't work currently with standard
> will see if I can generate a renderdoc trace
i should also mention im on the latest rebase of wine-staging
I was already using the TKG winetricks as per your comment 2. Looking at it now though, you're sure it is dotnet472, not 471 (since 471 has a patch in the tkg winetricks)?
(In reply to Bas Nieuwenhuizen from comment #6)
> I was already using the TKG winetricks as per your comment 2. Looking at it
> now though, you're sure it is dotnet472, not 471 (since 471 has a patch in
> the tkg winetricks)?
can confirm it's 472. i just used it again on a fresh prefix to verify my steps
ah I also forgot to mention for the game you will need d3dcompiler_47 set to native
Created attachment 141817 [details]
renderdoc log attached
tried to make a renderdoc capture but pressing f12 or prntscrn to do so crashes the game
What version of renderdoc did you use? If that doesn't work with rdc, can you try recording an apitrace?
Well, I can launch the game, but I get a black screen after clicking on the "Play" button. This is apparently a known issue with the tutorial. The only way to solve it is to play the tutorial on a different machine  ...
If you want me to fix the rendering issue on Vega, please record an apitrace or a renderdoc capture. If you need help, please ask! Thanks!
Patch available here https://reviews.llvm.org/D53359
Author: Nicolai Haehnle <email@example.com>
Date: Wed Oct 31 13:26:48 2018 +0000
AMDGPU: Remove PHI loop condition optimization
The optimization to early break out of loops if all threads are dead was
never fully implemented.
But the PHI node analyzing is actually causing a number of problems, so
remove all the extra code for it.
(This does actually regress code quality in a few places because it
ends up relying more heavily on phi's of i1, which we don't do a
great job with. However, since it fixes real bugs in the wild, we
should take this change. I have some prototype changes to improve
i1 lowering in general -- not just for control flow -- which should
help recover the code quality, I just need to make those changes
fit for general consumption. -- Nicolai)
Patch-by: Christian König <firstname.lastname@example.org>
Reviewers: arsenm, rampitec, tpr
Subscribers: kzhuravl, jvesely, wdng, yaxunl, dstuttard, t-tye, llvm-commits
Differential Revision: https://reviews.llvm.org/D53359
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@345718 91177308-0d34-0410-b5e6-96231b3b80d8