Prototype implementation of VK_EXT_descriptor_heap#2805
Prototype implementation of VK_EXT_descriptor_heap#2805HansKristian-Work wants to merge 24 commits intomasterfrom
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…ths. Triage branch for heap bringup. Production path needs to consider DB + heap paths together at least, which will complicate things a lot. Some things like descriptor QA and friends are not fully implemented on this branch either. Some CPU optimizations are also missing like custom vtables for known descriptor sizes.
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Will you have to maintain 2 paths for both Buffers, and Heaps? |
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It will likely be years before the DB path can die 100%. Legacy UPDATE_AFTER_BIND path is now on the chopping block however. Blockers for DB removal are Pascal support and tooling. |
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its a prototype for a reason bruv |
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@HansKristian-Work this PR is widely discussed on the internet, so please let us know what kind of feedback would be useful to you at this point to avoid further... misunderstandings ;-) |
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We are aware there are bugs and we need to debug things on our end for now. This PR is not ready for wide testing yet. |
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@HansKristian-Work Zenless Zone Zero refuses to just use vkd3d proton for some reason to launch zenless zone zero with dlss rtx dx12 you should use PROTON_USE_NVAPI=1 %command% -use-d3d12 but if you want to use sleepy launcher like i did you need to copy the vkd3d proton files to the prefix of the game. /.local/share/sleepy-launcher/prefix if you want to install zenless zone zero you would need to either get sleepy launcher from flatpak or get it from the aur. Please do try to resolve the issue thank you. |
@Bossiskeyboard This is likely your issue. Stable mesa doesn’t support
@ryzendew Plss check if your driver supports |
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"Game that doesn't officially support D3D12 and requires command line argument doesn't pick up D3D12" isn't caused by this PR, it's 100% guaranteed to be an issue on your end (even if it's just something silly like also having integrated graphics where D3D12 device creation now fails). It's not actionable here. |
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Black myth wukong also has this issue for some reason where it just
fallback to dxvk
…On Wed, Jan 28, 2026 at 2:26 AM Philip Rebohle ***@***.***> wrote:
*doitsujin* left a comment (HansKristian-Work/vkd3d-proton#2805)
<#2805 (comment)>
"Game that doesn't officially support D3D12 doesn't pick up D3D12" isn't
caused by this PR, it's 100% guaranteed to be an issue on your end (even if
it's just something silly like *also* having integrated graphics where
D3D12 device creation now fails). It's not actionable here.
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here is the proton log of black myth wukong |
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Well yeah you're using a Proton build without the necessary winevulkan patches (there currently is none, needs upstream wine 11.1). Like I said, setup issue on your end, please keep those out of PR discussions. |
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@HansKristian-Work thanks for the clarification! In such case, would it be possible to temporarily limit commenting ability only to project members and collaborators? @HansKristian-Work, @doitsujin I would also like to say BIG thank you for your amazing work, while I'm here BTW :) |
…n into descriptor-heap-test
…nto descriptor-heap-test
Fixes some issues on older DLSS dlls.

Bringup implementation during spec development. This will have to be rewritten to work alongside at least descriptor buffer paths which will be a glorious mess ...
This branch can be used to compare existing DB with new heap paths for performance, correctness, etc. Once sufficient gains are realized, work to productize this stuff could happen.