After a few failed attempts to speed it up by rearranging the code, I figured I’d try it out with the new version of the compiler that comes with the Windows 8 SDK. PE 6a0000- 6bc000 Deferred gfsdk_txaa_alpharesolve.This morning I was wrestling with a particularly complicated compute shader, which was taking just shy of 10 minutes to compile using D3DCompiler_43 from the June 2010 DirectX SDK. Module Address Debug info Name (67 modules)
Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x000000014129f962).Ġ04f:fixme:dbghelp:interpret_function_table_entry PUSH_MACHFRAME 6 Wine: Unhandled page fault on read access to 0x00000000 at address 0x14129f962 (thread 003d), starting debugger. Warn: D3D11RasterizerState: Depth clamp not properly supportedĮrr: D3D11: Invalid blend factor: 1258587680Įrr: D3D11: Invalid blend factor: 1408561744 Warn: D3D11Device: No matching border color found for (1,0,0,0)
Warn: DXGI: MakeWindowAssociation: Ignoring flags Info: VK_KHR_sampler_mirror_clamp_to_edge Warn: Vulkan extension VK_KHR_maintenance2 not supported Info: D3D11CreateDevice: Using feature level D3D_FEATURE_LEVEL_11_0 Info: D3D11CreateDevice: Probing D3D_FEATURE_LEVEL_11_0 Wine cannot find the ncurses library (libncurses.so.6). Wine: cannot find L"C:\\windows\\system32\\winemenubuilder.exe" Using wine-3.6 (Staging) with CSMT enabled The language can be changed in game_info/data/steam_api.ini.
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