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[d3d9] Flickering rectangles in Starcraft 2 when post-processing is set to ultra. #2338

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Venemo opened this issue Oct 18, 2021 · 9 comments
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@Venemo
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Venemo commented Oct 18, 2021

I use Lutris to play Starcraft 2. When post-processing is set to ultra, some strange flickering rectangles appear on the screen.

Screenshot from 2021-10-18 12-20-37

Software information

  • Fedora 34, Gnome 40.4, mesa 21.1.8
  • Starcraft 2

System information

  • GPU: AMD RX 6900XT
  • Driver: RADV (mesa 21.1.8)
  • Wine version: lutris-fshack-6.14-4-x86_64
  • DXVK version: 1.9.2L

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@doitsujin
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Does this happen with PR #2294 as well?

@K0bin K0bin added the d3d9 label Oct 18, 2021
@K0bin
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K0bin commented Oct 18, 2021

image

Might be a driver bug.

@Venemo
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Venemo commented Oct 18, 2021

According to the discussion on Discord, this is the "good old sampling from render target issue", which is going to be solved by VK_VALVE_attachment_feedback_loop_layout in the future.

@Venemo
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Venemo commented Oct 18, 2021

A possible workaround until then is to use RADV_DEBUG=nodcc or simply not to use ultra settings in the game.

@Blisto91
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Blisto91 commented Jun 11, 2022

The earliest radv driver i was able to get working was 21.2.5 (If i remember correctly) and i wasn't able to reproduce this. This was on a R9 380, dxvk 1.9.2 (used along with proton 7.0-2) and with ultra/extreme graphics (also post processing). Unless a game update got rid of it or a driver update fixed it then it might be card/gen specific issue.

Edit: i peeked at the discord talk, but i don't understand much of it except the agreement was that a new extension was needed hehe. 😁 So maybe i'm missing something obvious.

@Venemo
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Venemo commented Jun 14, 2022

@Joshua-Ashton Can you confirm that the "good old sampling from render target issue" was solved? This was about VK_VALVE_attachment_feedback_loop_layout as far as I remember.

@Venemo
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Venemo commented Jun 14, 2022

Or maybe the reworked float emulation has fixed this?

@DadSchoorse
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Yes this is about feedback loops. It's only an issue in practice on GFX10+(rdna/rdna2) because dxvk's current feedback hazard detection uses VK_IMAGE_LAYOUT_GENERAL, which causes dcc decompression on older gpus. So it makes sense that @Blisto91 can't reproduce the issue on GFX8.

@doitsujin
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Should be fixed with attachment_feedback_loop_layout.

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