Repository navigation
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Game: Final Fantasy III (3D Remake), GOG, FF3_Win32.exe (32-bit OpenGL through Zink). Thread: 1568752739259777084. Latest report: 1040 s, 29.7 FPS, 7930 MB minimum available Android RAM; Zink allocation failures for heap=5 size=3686400 and heap=3 size=2097152. Wrapper and Wrapper-v2 reproduce with underlying PurpleVK/Turnip T26 on Adreno 830. Advertised heap 1024 versus 4096 MB was unchanged. Existing WRAPPER_LOG_LEVEL=error and WRAPPER_LOG_FILE=stdout produced no allocation result. Source inspection finds direct-driver AllocateMemory returns failures silently, unlike placed-memory emulation. Diagnostic 1: bounded stderr result logging for direct and emulated final allocation paths, backend identity, actual memory type/heap/flags, allocation limit, placement flags, client allocation/free counts and cumulative requested bytes. Bytes are not live residency; counts exclude internal driver/wrapper allocations. No allocation policy, Proton major/arch, or underlying driver changes. Next report must contain WRAPPER_MEM_DIAG v1 and the failure result; compare allocation/free counts to distinguish retained client allocations from underlying allocation failure. No game files modified.