06-12-2025, 11:29 AM
Currently this game doesn't get past menus, it hangs when creating a new game. There's also a slim chance to crash before or in menus on the following UC:
[Debug] condvar.cpp:Wait:144: Unreachable code!
Using a patch made to bypass the hang, it now crashes on:
[Render.Recompiler] <Error> translate.cpp:554 LogMissingOpcode: Unknown opcode BUFFER_LOAD_SSHORT (1291, category = VectorMemory)
[Debug] <Critical> structured_control_flow.cpp:837 operator(): Assertion Failed!
Shader translation has failed
Now all the information I have after that are really old, so they may have changed since then, but using this PR (https://github.com/shadps4-emu/shadPS4/pull/2856) when it was first opened made it go a bit further and it crashed on:
[Debug] <Critical> vector_memory.cpp:250 operator(): Assertion Failed!
And using the next commit from that PR which was a hack to get past the vector_memory assert it hit this:
[Debug] <Critical> page_manager.cpp:207 operator(): Assertion Failed!
Attempted to track non-GPU memory at address 0x16a1c86000, size 0x3a000.
With Validation layers enabled, I only found one error in my log:
"[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-RuntimeSpirv-OpEntryPoint-08743: Validation Error: [ VUID-RuntimeSpirv-OpEntryPoint-08743 ] Object 0: handle = 0xba04b100000000c9, name = vs_0x000000008e0e983b_0, type = VK_OBJECT_TYPE_SHADER_MODULE; Object 1: handle = 0xb01fd60000000203, type = VK_OBJECT_TYPE_SHADER_MODULE; | MessageID = 0x89925893 | vkCreateGraphicsPipelines(): pCreateInfos[0] (SPIR-V Interface) VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT declared input at Location 1 Component 0 but it is not an Output declared in VK_SHADER_STAGE_VERTEX_BIT.
The Vulkan spec states: Any user-defined variables shared between the OpEntryPoint of two shader stages, and declared with Input as its Storage Class for the subsequent shader stage, must have all Location slots and Component words declared in the preceding shader stage's OpEntryPoint with Output as the Storage Class (https://vulkan.lunarg.com/doc/view/1.3.2...oint-08743)"
[Debug] condvar.cpp:Wait:144: Unreachable code!
Using a patch made to bypass the hang, it now crashes on:
[Render.Recompiler] <Error> translate.cpp:554 LogMissingOpcode: Unknown opcode BUFFER_LOAD_SSHORT (1291, category = VectorMemory)
[Debug] <Critical> structured_control_flow.cpp:837 operator(): Assertion Failed!
Shader translation has failed
Now all the information I have after that are really old, so they may have changed since then, but using this PR (https://github.com/shadps4-emu/shadPS4/pull/2856) when it was first opened made it go a bit further and it crashed on:
[Debug] <Critical> vector_memory.cpp:250 operator(): Assertion Failed!
And using the next commit from that PR which was a hack to get past the vector_memory assert it hit this:
[Debug] <Critical> page_manager.cpp:207 operator(): Assertion Failed!
Attempted to track non-GPU memory at address 0x16a1c86000, size 0x3a000.
With Validation layers enabled, I only found one error in my log:
"[Render.Vulkan] <Error> vk_platform.cpp:56 DebugUtilsCallback: VUID-RuntimeSpirv-OpEntryPoint-08743: Validation Error: [ VUID-RuntimeSpirv-OpEntryPoint-08743 ] Object 0: handle = 0xba04b100000000c9, name = vs_0x000000008e0e983b_0, type = VK_OBJECT_TYPE_SHADER_MODULE; Object 1: handle = 0xb01fd60000000203, type = VK_OBJECT_TYPE_SHADER_MODULE; | MessageID = 0x89925893 | vkCreateGraphicsPipelines(): pCreateInfos[0] (SPIR-V Interface) VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT declared input at Location 1 Component 0 but it is not an Output declared in VK_SHADER_STAGE_VERTEX_BIT.
The Vulkan spec states: Any user-defined variables shared between the OpEntryPoint of two shader stages, and declared with Input as its Storage Class for the subsequent shader stage, must have all Location slots and Component words declared in the preceding shader stage's OpEntryPoint with Output as the Storage Class (https://vulkan.lunarg.com/doc/view/1.3.2...oint-08743)"
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