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Support Nvidia new OMM sample.. #123
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Nvidia's own documentation claims that if we return
So, no, we can't stub it and have the sample working if it tries to call Is there any game that uses Nvapi OMMs out there? Because if not then there's no reason to spend more time on that other than having fun working on a toy project. |
Hi, |
You're welcome 🙂
It would be easier to support dxvk-nvapi and vkd3d-proton sides of the stack, but much harder to support in dxil-spirv which is where all the magic needs to happen. All we have to do is claim that SER is supported and have the application hand us DXIL blobs with NV extension opcodes. On the other hand, dxil-spirv would have to parse that and emit equivalent SPIR-V and I'm very much not knowledgeable enough to do that 😛
I know that Cyberpunk 2077 also checks for SER support so there's a good chance it uses it when supported, but since we have some actual titles that could benefit from this, maybe it's a good enough reason to request support for it in vkd3d-proton's repo/issues? At best, one of the maintainers could look into implementing that and we could wire up nvapi side once that's done, at worst we would have an issue to keep track of such feature request until some Nvidia engineer contributes the code for it 😅
There's no DX12 mode in Portal RTX, it ships with its own version of DXVK so it's effectively a native Vulkan application from Wine's point of view. It should already be able to take advantage of
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Hi,
recently VKD3D fixed a bug (HansKristian-Work/vkd3d-proton#1521) for running new OMM SDK sample under DX12 mode..
in DX12 mode demo uses NVAPI D3D12 OMM methods..
now demo fails with "[FAIL]: NvAPI_D3D12_SetCreatePipelineStateOptions"..
searching binary seems can fail also with:
so ideally some of this calls should map to use VK_EXT_opacity_micromap either in VKD3D or DXVK-nvapi but should be enough if some stubs are added avoiding failing these calls even if render is not correct..
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