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Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be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: STAR WARS Knights of the Old Republic II; executable swkotor2.exe; thread 1569316071515627651.
The latest report retains 3D corruption at 91.5 average FPS over 123 seconds on Mali-G615, with no throttling or crash. Frame Buffer=0, DisableVertexBufferObjects=1, Soft Shadows=0 and force_gl_names_reuse=true did not resolve it. Zink warns about missing logicOp, fillModeNonSolid, shaderClipDistance and EXT_depth_clip_enable, but these are startup capability warnings, not evidence of the failing operation. WRAPPER_LOG_LEVEL=validation was tried and reports that the layer is unavailable.
Existing info logging only prints pipeline return codes; shader logging dumps binaries to external storage, and validation/apidump depend on external layers. This diagnostic emits bounded shader hashes and ClipDistance/CullDistance capabilities, module-to-pipeline associations, static raster/depth/blend state, dynamic-state identifiers, native capabilities and pipeline creation outcomes directly to the captured stderr. Only mesa zink instances are logged. Limits are explicit; static states are not claimed to be effective dynamic draw state. No feature advertising or rendering behavior is changed.
Keep Proton 9 arm64ec and the current game files. Run the same corrupted scene for 60 seconds. Inspect WRAPPER_ZINK_DIAG for actual clipping capability use, unsupported static state that is not overridden dynamically, or creation failures before choosing a fix. First custom component diagnostic in this thread; prior custom attempt was an INI patch.