[Bug 42504] New: Computemark 2.1 is almost working now with Wine 2.2..

wine-bugs at winehq.org wine-bugs at winehq.org
Tue Feb 21 19:47:16 CST 2017


https://bugs.winehq.org/show_bug.cgi?id=42504

            Bug ID: 42504
           Summary: Computemark 2.1 is almost working now with Wine 2.2..
           Product: Wine
           Version: 2.2
          Hardware: x86
                OS: Linux
            Status: UNCONFIRMED
          Severity: normal
          Priority: P2
         Component: -unknown
          Assignee: wine-bugs at winehq.org
          Reporter: rtfss1 at gmail.com
      Distribution: ---

Created attachment 57382
  --> https://bugs.winehq.org/attachment.cgi?id=57382
fixme output

Hi, 
Computemark 2.1 uses compute shaders and seems Wine 2.2 has gained a lot of
compute shader support..
So using either Wine 2.2 or Wine Staging 2.2 program launches and tests seems
to run altough we get black screen while the test runs..
seeing wine output we see basically this errors using Nvidia 378.13 on a
GTX970:

1)Nvidia GLSL Compiler errors:
fixme:d3d_shader:print_glsl_info_log     0(31) : error C1101: ambiguous
overloaded function reference "texture3DLod(sampler3D, vec3, float)"
fixme:d3d_shader:print_glsl_info_log         (0) : fpf gpf vpf tpf hpf gp4 fp50
vp50 cp50 gp50 uvec4 texture3DLod(usampler3D, vec3, float)
fixme:d3d_shader:print_glsl_info_log         (0) : fpf gpf vpf tpf hpf gp4 fp50
vp50 cp50 gp50 ivec4 texture3DLod(isampler3D, vec3, float)
fixme:d3d_shader:print_glsl_info_log         (0) : vec4 texture3DLod(sampler3D,
vec3, float)

2)lots of repeated fixme like:
fixme:d3d11:d3d11_immediate_context_CSSetShaderResources iface 0x15c18c,
start_slot 0, view_count 2, views 0x33fd10 stub!
fixme:d3d11:d3d11_immediate_context_CSSetUnorderedAccessViews Ignoring initial
counts.

So seems if texture3DLod is fixed and maybe _CSSetShaderResources stub
implemented maybe we will have ComputeMark more or less working..

3)also when DXBC parser can't parse some DX bytecode:
fixme:d3d11:skip_dword_unknown Skipping 4 unknown DWORDs:
fixme:d3d11:skip_dword_unknown     0xab2742ec
fixme:d3d11:skip_dword_unknown     0x2f3269de
fixme:d3d11:skip_dword_unknown     0x610001ec
fixme:d3d11:skip_dword_unknown     0xf81b8396
fixme:d3d11:skip_dword_unknown Skipping 1 unknown DWORDs:
fixme:d3d11:skip_dword_unknown     0x00000001
fixme:d3d11:shdr_handler Unhandled chunk "RDEF".
fixme:d3d11:skip_dword_unknown Skipping 1 unknown DWORDs:
fixme:d3d11:skip_dword_unknown     0x00000008
fixme:d3d11:skip_dword_unknown Skipping 1 unknown DWORDs:
fixme:d3d11:skip_dword_unknown     0x00000008
fixme:d3d11:shdr_handler Unhandled chunk "STAT".
fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier
0x80000142.
fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier
0x00155543.
fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier
0x80000142.
fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier
0x00155543.

I attach a fixme log but for example a GLSL compute shader thant Nvidia can't
compile is:
fixme:d3d_shader:shader_glsl_validate_link Program 2 link status invalid.
fixme:d3d_shader:shader_glsl_dump_program_source Shader 1:
fixme:d3d_shader:shader_glsl_dump_program_source     GL_SHADER_TYPE:
GL_COMPUTE_SHADER.
fixme:d3d_shader:shader_glsl_dump_program_source     GL_COMPILE_STATUS: 0.
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source     #version 150
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_ARB_gpu_shader5 : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_ARB_shader_bit_encoding : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_ARB_shader_image_load_store : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_ARB_shader_image_size : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_ARB_shading_language_packing : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_ARB_texture_cube_map_array : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_ARB_texture_query_levels : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_ARB_uniform_buffer_object : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_EXT_gpu_shader4 : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_EXT_texture_array : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension
GL_ARB_compute_shader : enable
fixme:d3d_shader:shader_glsl_dump_program_source     layout(std140) uniform
block_cs_cb0 { vec4 cs_cb0[1]; };
fixme:d3d_shader:shader_glsl_dump_program_source     uniform sampler3D
cs_sampler0;
fixme:d3d_shader:shader_glsl_dump_program_source     uniform sampler3D
cs_sampler1;
fixme:d3d_shader:shader_glsl_dump_program_source     writeonly uniform image3D
cs_image0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R1;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp1;
fixme:d3d_shader:shader_glsl_dump_program_source     layout(local_size_x = 8,
local_size_y = 4, local_size_z = 4) in;
fixme:d3d_shader:shader_glsl_dump_program_source     void main()
fixme:d3d_shader:shader_glsl_dump_program_source     {
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyz =
(ivec3(gl_GlobalInvocationID).xyz);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.w =
(uintBitsToFloat(0u));
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyz =
(texelFetch(cs_sampler0, floatBitsToInt(R0).xyz, floatBitsToInt(R0).w).xyz);
fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyz =
(vec3(ivec3(gl_GlobalInvocationID).xyz));
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyz = (-R0.xyz +
R1.xyz);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyz = (R0.xyz +
uintBitsToFloat(uvec4(0x3f000000u, 0x3f000000u, 0x3f000000u, 0u)).xyz);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyz = (R0.xyz /
cs_cb0[0].xyz);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw =
(texture3DLod(cs_sampler1, R0.xyz, uintBitsToFloat(0u)).xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     imageStore(cs_image0,
ivec3(gl_GlobalInvocationID).xyz, R0.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     return;
fixme:d3d_shader:shader_glsl_dump_program_source     }
fixme:d3d_shader:shader_glsl_dump_program_source

-- 
Do not reply to this email, post in Bugzilla using the
above URL to reply.
You are receiving this mail because:
You are watching all bug changes.



More information about the wine-bugs mailing list