![]() ![]() Spirv-opt -legalize-hlsl file.spv -o and copy spv.legal to. Using spirv-opt.exe from Vulkan SDK 1.0.68 I run on all shaders: That should get spv files and dxbc files c:\dxvk\shaders Set DXVK_HUD=1 (optional but to verify the D3D11 it's using Vulkan) Set DXVK_SHADER_DUMP_PATH=c:\dxvk\shaders It a good test because has very few shaders (less than 10) mostly compute shaders that all fail to compile under You have to trust the file I uploaded because this program has dissappeared from the web altough it was popular by review sites for new GPUs in the early D3D11 days (2010s): Ĭ) put the dlls in the executable to test.Īltough I pointed to this issue because of developer talking about Nvidia problems I would suggest for a simple failing program test ComputeMark2 program. Then following his instructions you should obtain the 2 DLLs. I download launch his shell with compilers in path and thenĬlone this project and modify build-win64.txt:Īnd remove "/usr/bin/x86_64-w64-mingw32-" from all this lines: If you don't trust this guy, you can also build DXVK from Windows (basically to obtain the 2 DLLs this project is about (d3d11.dll and dxgi.dll) SPIRV-Tools v2018.1-dev IMHO the fastest way to test is this:Ī)test on Windows to avoid setting up Wine-staging or from ī) if you don't want to compile by yourself download precompiled binaries from: įor example from latest commit download both d3d11.dll and dxgi.dll from: May be spirv-tools may diverged a bit between the included in SDK and in github master. ![]() With a bat file I legalize shaders with something like:įor /f %%f in ('dir /b *.spv') do spirv-opt %%f -legalize-hlsl -o using the spirv-opt executable included in the new Vulkan SDK 1.0.68 for Windows:Īnd as I say I don't see any errors like:Įrror: 514: Illegal number of components (5) for TypeVectorĪnd also don't need to use -skip-validation argument in spirv-opt as I say it runs correctly with: maybe that's the only path making use of geometry shaders and hitting this issues seriously:ĭ3D11Device::CreateGeometryShaderWithStreamOutput: Not implementedĬreateBuffer: D3D11_BIND_STREAM_OUTPUT not supportedĭ3D11DeviceContext::SOSetTargets: Not implemented Settings shaders at maximum quailty (maybe called ultra) is only path that renders with graphical issues. tested also on Nvidia fixing the shaders (spir-opt legalize-hlsl) without the bfrev commit and also exact graphics issues were present but after that patch also renders perfectly on Nvidia.implementing bfrev fixed graphics issues on AMD Vega now renders correctly at medium and high settings. ![]()
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