[SOLVED] problem with 32-bit vulkan applications after Friday March 13 update on current
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problem with 32-bit vulkan applications after Friday March 13 update on current
Last night before updating, I was able to run 32-bit applications that used vulkan. (Namely WINE-based things. 32-bit applications that do not use vulkan are fine, nearly as I can tell. I don't have any 32-bit applications that don't use WINE.)
Note, I did not update gcc and related packages and the kernel (headers, source, modules, and firmware) because gcc for multilib hasn't upgraded yet.
After the upgrade, any 32-bit application that uses vulkan either hangs or crashes. 64-bit vulkan applications are fine.
I'm getting this error in WINE with any 32-bit program using dxvk:
/usr/bin/vkcube works
/usr/bin/32/vkcube segfaults (Just "zsh: segmentation fault /usr/bin/32/vkcube")
Things I've tried:
1.) upgrading WINE to wine-staging 5.4
2.) uninstalling and reinstalling my video card drivers (Nvidia 440.64)
3.) Aside from gcc and the kernel, checking for anything I've missed with install-new and install multilib.
Any ideas what might be going wrong and what I did wrong? Or is this an issue with the fact that I haven't upgraded gcc yet? Or is this a sign I should finally play Witcher 3 (64-bit?)
I'm using vulkan-sdk-1.2.131.1 for both 64-bit and 32-bit.
Thinking about it...vulkan-sdk-1.2.131 was compiled for wayland support. Does multilib need to add wayland?
Last edited by garpu; 03-14-2020 at 04:02 PM.
Reason: possible solution?
Jet Set Radio, Hellsinker, King of Fighters XIII, Samurai Shodown V Special, Sonic Mania, Valkyria Chronicles, Spore, Tomb Raider: Anniversary, and Ikaruga no longer load. Cloudbuilt, DeadCore, Wuppo, Doom 2016, Yakuza 0, Tekken 7, The Witcher, F-19 Stealth Fighter, and SoulCaliburVI work. The ones that don't work are probably all 32 bit. I suppose Cloudbuilt, Deadcore, and the Witcher are 32 bit.
Steamplay has d9vk (dxvk) on by default. Try launching with PROTON_USE_D9VK=0 %command%? Sims 3 doesn't work (needs d9vk and vulkan), but Geneforge 1 does (opengl)
ETA: could be PROTON_USE_DXVK, too. I think it changed with 1.5.5.
Steamplay has d9vk (dxvk) on by default. Try launching with PROTON_USE_D9VK=0 %command%? Sims 3 doesn't work (needs d9vk and vulkan), but Geneforge 1 does (opengl)
ETA: could be PROTON_USE_DXVK, too. I think it changed with 1.5.5.
I tried it on a few games and they still do not work.
SDL2 is used for wine/proton. I focused on vulkan, because it seemed like vulkan things that were breaking, and /usr/bin/32/vkcube segfaults. vulkan-sdk was compiled against wayland, and so was SDL2.
So does multilib need wayland and wayland-protocols? Will I harm anything if I install them for multilib? (using convertpkg-compat32, of course.)
Isn't Wayland still only an option? Isn't Steam, and perhaps Vulkan, just accommodating that option? I ask this because it is my understanding nVidia graphics doesn't yet support Wayland and I can't begin to imagine Steam or anyone else essentially locking out that huge segment of their Users.
I don't yet game on -Current so I may be way off the mark but I wonder if the "zero devices found" error is due to such current incompatibility.
I"m not using wayland, but vulkan-sdk is compiled against wayland, which isn't there on the 32-bit end of things. 64-bit vulkan works fine (heh), and wayland is installed.
Another data point with vulkan-sdk (and possibly missing wayland) is that I installed Guild Wars into a clean wineprefix with no dxvk, and it started right up.
Vulkan-sdk-compat32 was upgraded March 6, but SDL2 was upgraded last Friday. Both were rebuilt against wayland, and SDL2 does provide a back end for wayland.
Download x/wayland for 32-bit.
convertpkg-compat32 -i wayland-1.8.0-i586-1.txz (whatever it's up to version-wise)
upgradepkg --install-new /tmp/wayland-1.8.whatever-it-was-named-compat32.txz
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