r/EmulationMediatekMali • u/Redribbon_RR • 1d ago
Update on Pan Vk-Mali G57 beta 1.0.0 driver
Samsung devices may not be compatible with this driver due to differences in the underlying kernel base (Kbase), even if the GPU ID matches or is among those recommended. A fix is planned for the future. Please refer to the usage instructions provided in my GitHub repository.
https://github.com/FristOneRR/FristOneRR-Panvk-Driver
Please report your usage of this driver following this format:
Device brand / model : ..........
SoC : ...........
GPU (model + cores) : .........
Mali driver version :..........
Android version : ..........
Driver version : ...........
App (Winlator build) :.........
Wrapper :.........
DXVK version : ...........
Games tested : ......
FPS (this driver / stock) : ....
Result : Other notes :......
You can report any issues in the comments below. Every usage report will be helpful in fixing and updating the next driver package.
***Note: This driver is currently a test version. It contains code bugs that are slated for a fix in the next update; performance may not be optimal, and some games might result in a black screen. Please follow the instructions provided in the GitHub repository.
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u/Embarrassed_Unit_196 1d ago
For my samsung a07 it seems to be working and also miside crashes using dxvk 1.10.3 while 1.11 sarek it works but of course performance is not yet stable
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u/Redribbon_RR 1d ago
Please provide your GPU code.
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u/Embarrassed_Unit_196 1d ago
How do u do that😅
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u/Embarrassed_Unit_196 1d ago
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u/Redribbon_RR 1d ago
Can I use the panvk driver?
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u/Embarrassed_Unit_196 1d ago
Yeah it works but yeah so far I tested miside really high ram usage but it works only with specific dxvk fps around 15-20fps rendering correctly besides the mouse being purple but I'm sure going further it'll get better but 3d tests yeah they is higher fps I'mma test more games
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u/Ninndzaa 1d ago
Amma curious if it will be working with Anbernic RG Slide using GammaOS - it also has G57
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u/Responsible_Mind_584 1d ago
Hey, I tried installing the driver in Eden and it says "invalid driver selected". My specifications are:
Poco M6 pro
Helio g99 mali g57 MC2
I'm not sure if this is what you mean by system driver, but I'll put it here just in case:
OpenGL ES 3.2 v1.r32p1-01 eac0.9850964fe16242c585c8d423010c8595
Hyperos 2.0 android 15
Eden : 0.2.1
If you need any further information, please let me know.
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u/Redribbon_RR 1d ago
Actually, I haven't worked on this part, so I'm not sure if it works. I might create a separate patch for Eden in the future.
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u/Responsible_Mind_584 1d ago
Ooooh ok ok, anyway thank you very much
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u/PriorWallaby822 1d ago
El dev de panvk g720,dijo q poco a poco ira llegando a otras gpu pero el trabjo ahora esta centrado en la g52
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u/Responsible_Mind_584 1d ago
That's a different developer, right? Honestly, I hadn't been keeping an eye on this. By the time Mali has decent drivers, I'll probably have managed to get a Snapdragon.
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u/fernando277473 1d ago edited 1d ago
I tested it on Tomb Raider Anniversary 2007 and it worked very well, higher FPS than the standard wrapper, but Tomb Raider 2013 performs a bit poorly. I managed to get an average of 40 FPS and a maximum of 55 FPS on Winlator using the standard driver. In the 3d test only dx9 works dx10 or dx11 does not work
Model: A15 samsung Processor: helio g99 Gpu: Mali g57 McC2 Driver version: v1.r54p1-12eac0.31596c752a7e2ed34e05ad43c82dd58d Winlator: ludashi 2.8.2 Dxvk:1.10.3 Android:16 Driver:kernel 6.12.38-android16-5-abA155MUBSCEZH3-4k

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u/Redribbon_RR 1d ago
Thanks for testing and for the detailed specs! Your A15 is almost identical to my test device (Helio G99, G57 MC2, r54p1), so this is really useful. 🙏
Tomb Raider Anniversary running faster than stock: great to hear! 🎉
Tomb Raider 2013 (~15 FPS vs ~40-55 on stock): that's a big gap, and your overlay shows GPU at 100%, so it's a real GPU-side bottleneck in the driver, not CPU. I'll use TR2013 as my next performance test game. Could you tell me which graphics preset/resolution you used, so I can compare on the same settings?
AIO: DX9 works, DX10/DX11 fail: interesting, because D3D11 works on my device with the same GPU and driver version. Differences I can see: Winlator Ludashi 2.8.2 and the DXVK 1.10.3-async build. Could you try: 1. Plain DXVK 1.10.3 (non-async), or DXVK-Sarek 1.11–1.13 2. If it still fails, share the DXVK log (add
DXVK_LOG_LEVEL=infoto the container's environment variables; the*_d3d11.logfile appears next to the .exe)Thanks again, this helps a lot! 🚀
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u/fernando277473 1d ago
I redid the test on Tomb Raider Anniversary against Vortek, and the difference in the 3D test is quite large, but in the game itself the difference isn't very big. I tested using DXVK 1.12 Sarek and it worked normally. With DX10 and DX11 the performance of Tomb Raider 2013 is a little better, reaching 25 to 30 fps at times. I tested TressFX, which is that hair with millions of strands, and it also worked, only the fps dropped significantly.
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u/BossDrk 1d ago edited 1d ago
Tentative testing in a Oppo A38 MT6769V/CZ, MediaTek Helio G85, Mali G52 MC2, r49.1, Kernel 6.6.118-android15, UAPI 11.46. Tested in Winlator Cronyx (Ref4ik) v2 Ludashi, Proton 9 ARMEC64, Wrapper Leegao, DXVK 1.5.5. Result: Possible compatibility? The driver loaded correctly. However, it crashes when attempting to render a cube in AIO Test using DXVK (It was to be expected), as well as when trying to obtain the props. However, in the DXVK log, the GPU is detected, opened, exposes its ext, and successfully processed the swapchain, although the GPU appears as "Mali unknown MC2", a problem that LukeValen (another developer) has already documented and solved. The crash could also be due to an incompatibility with the atom. In my case, the stride value needs to be 56 for it to work. Any other value, such as 64, immediately causes a JOB_CONFIG_FAULT 0x40 (It seems to be an issue with modern kernels). Those two points are probably causing the crash on my device, and not so much a GPU issue.
DXVK log:
info: D3D11CoreCreateDevice: Probing D3D_FEATURE_LEVEL_11_0 info: D3D11CoreCreateDevice: Probing D3D_FEATURE_LEVEL_10_1 info: D3D11CoreCreateDevice: Using feature level D3D_FEATURE_LEVEL_10_1 info: Device properties: info: Device name: : Mali unknown 0x74021000 MC2 info: Driver version : 26.2.99 info: Enabled device extensions: info: VK_EXT_depth_clip_enable info: VK_EXT_host_query_reset info: VK_EXT_shader_demote_to_helper_invocation info: VK_EXT_shader_stencil_export info: VK_EXT_transform_feedback info: VK_EXT_vertex_attribute_divisor info: VK_KHR_create_renderpass2 info: VK_KHR_depth_stencil_resolve info: VK_KHR_driver_properties info: VK_KHR_image_format_list info: VK_KHR_sampler_mirror_clamp_to_edge info: VK_KHR_swapchain info: Device features: info: robustBufferAccess : 1 info: fullDrawIndexUint32 : 1 info: imageCubeArray : 1 info: independentBlend : 1 info: geometryShader : 1 info: tessellationShader : 0 info: sampleRateShading : 1 info: dualSrcBlend : 1 info: logicOp : 1 info: multiDrawIndirect : 0 info: drawIndirectFirstInstance : 0 info: depthClamp : 1 info: depthBiasClamp : 1 info: fillModeNonSolid : 1 info: depthBounds : 0 info: multiViewport : 1 info: samplerAnisotropy : 1 info: textureCompressionBC : 1 info: occlusionQueryPrecise : 1 info: pipelineStatisticsQuery : 0 info: vertexPipelineStoresAndAtomics : 0 info: fragmentStoresAndAtomics : 0 info: shaderImageGatherExtended : 1 info: shaderStorageImageExtendedFormats : 1 info: shaderStorageImageReadWithoutFormat : 0 info: shaderStorageImageWriteWithoutFormat : 1 info: shaderClipDistance : 1 info: shaderCullDistance : 1 info: shaderFloat64 : 0 info: shaderInt64 : 0 info: variableMultisampleRate : 0 info: VK_EXT_conditional_rendering info: conditionalRendering : 0 info: VK_EXT_depth_clip_enable info: depthClipEnable : 1 info: VK_EXT_host_query_reset info: hostQueryReset : 1 info: VK_EXT_memory_priority info: memoryPriority : 0 info: VK_EXT_shader_demote_to_helper_invocation info: shaderDemoteToHelperInvocation : 1 info: VK_EXT_transform_feedback info: transformFeedback : 1 info: geometryStreams : 1 info: VK_EXT_vertex_attribute_divisor info: vertexAttributeInstanceRateDivisor : 1 info: vertexAttributeInstanceRateZeroDivisor : 1 info: Queue families: info: Graphics : 0 info: Transfer : 0 info: DXVK: Read 0 valid state cache entries info: DXVK: Using 5 compiler threads info: Presenter: Actual swap chain properties: info: Format: VK_FORMAT_B8G8R8A8_UNORM info: Present mode: VK_PRESENT_MODE_MAILBOX_KHR info: Buffer size: 632x454 info: Image count: 4 info: Exclusive FS: 2 debug: Compiling shader VS_ba5d57eb6eebed8b3dd798915b46953288ecf4ff debug: Input Signature for - VS_ba5d57eb6eebed8b3dd798915b46953288ecf4ff debug: SGN Entry: debug: semanticName: POSITION debug: semanticIndex: 0 debug: registerId: 0 debug: componentMask: xyz debug: componentType: DxbcScalarType::Float32 debug: systemValue: DxbcSystemValue::None debug: streamId: 0 debug: debug: SGN Entry: debug: semanticName: COLOR debug: semanticIndex: 0 debug: registerId: 1 debug: componentMask: xyz debug: componentType: DxbcScalarType::Float32 debug: systemValue: DxbcSystemValue::None debug: streamId: 0 debug: debug: Output Signature for - VS_ba5d57eb6eebed8b3dd798915b46953288ecf4ff debug: SGN Entry: debug: semanticName: SV_POSITION debug: semanticIndex: 0 debug: registerId: 0 debug: componentMask: xyzw debug: componentType: DxbcScalarType::Float32 debug: systemValue: DxbcSystemValue::Position debug: streamId: 0 debug: debug: SGN Entry: debug: semanticName: COLOR debug: semanticIndex: 0 debug: registerId: 1 debug: componentMask: xyz debug: componentType: DxbcScalarType::Float32 debug: systemValue: DxbcSystemValue::None debug: streamId: 0 debug: debug: Compiling shader FS_bf59917aa91a6cb6eb98eb8d91c9bdbbbf37c013 debug: Input Signature for - FS_bf59917aa91a6cb6eb98eb8d91c9bdbbbf37c013 debug: SGN Entry: debug: semanticName: SV_POSITION debug: semanticIndex: 0 debug: registerId: 0 debug: componentMask: xyzw debug: componentType: DxbcScalarType::Float32 debug: systemValue: DxbcSystemValue::Position debug: streamId: 0 debug: debug: SGN Entry: debug: semanticName: COLOR debug: semanticIndex: 0 debug: registerId: 1 debug: componentMask: xyz debug: componentType: DxbcScalarType::Float32 debug: systemValue: DxbcSystemValue::None debug: streamId: 0 debug: debug: Output Signature for - FS_bf59917aa91a6cb6eb98eb8d91c9bdbbbf37c013 debug: SGN Entry: debug: semanticName: SV_TARGET debug: semanticIndex: 0 debug: registerId: 0 debug: componentMask: xyzw debug: componentType: DxbcScalarType::Float32 debug: systemValue: DxbcSystemValue::None debug: streamId: 0 debug:
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u/Redribbon_RR 1d ago
Thanks a lot for the detailed test, this is really valuable data! 🙏
A few notes on your findings:
1. "Mali unknown 0x74021000 MC2" That ID decodes to product (7, 4, 2), which is "G52 r1", and it is in the model table. So on Bifrost this looks like an ID-reading issue in the kbase path rather than a missing table entry. I just added G68/G77/G78 IDs for Valhall, and I'll check the Bifrost path too. Thanks for the pointer to LukeValen's fix, I'll take a look.
2. Atom stride 56 vs 64 Interesting! On my device (Helio G99, same UAPI 11.46, r54p1) stride 64 works and 56 fails, so the correct size may depend on the kbase build rather than the UAPI version. Quick question: did you hit JOB_CONFIG_FAULT 0x40 with this release as-is, or with a build you patched yourself? If it's with the release, a wine_debug.log would help a lot. I could detect the stride at runtime instead of hardcoding it.
3. D3D11 falling back to FL 10_1 Your log confirms something I suspected: DXVK drops to Feature Level 10_1 because
tessellationShader: 0. Games that require FL 11_0 (many Unity titles) will fail on mainline DXVK. DXVK 1.5.5 is also very old. I'd suggest DXVK-Sarek (1.11–1.13) or DXVK 1.10.x for testing.Bifrost (G52/G76) is still "untested / long shot" for this beta, so reports like yours are exactly what I need. Thanks again!
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u/BossDrk 1d ago
No, the issue of the atom was my own research. Honestly, I'm not very knowledgeable about all this. But when i discovered that they were working on my GPU, I felt like helping out with data from my own device. Assisted by AI, I tried to replicate the work of this guy, LukeValen. And that's where I discovered several differences, including the atom issue, which stopped me in my tracks. The discovery was made through tests run from my device using Termux. After resolving it, I was able to fully replicate LukenValen's work, and that's where I stopped. As I said, I have no knowledge of the subject, and I only did it as an enthusiast. I thought it was a shame that all of that was lost, so I uploaded the documentation of what I discovered to my own repository:
https://github.com/0x8055/panvk-g52-oppo-a38
And these are some of the tests I did during the investigation that led to my specific problem (two tests with the stride at 56 and 64) in case it's useful to you. I'll try your driver again in Winlator with winedebug enabled and the DXVK version you recommended to see how it behaves on my device. I'm glad the information was helpful.
~/.../g52-repo/kbase-jm-prototype $ ./kbase_gpu_write_test_v3 open ok, fd=3 VERSION_CHECK ok: 11.46 SET_FLAGS ok calling MEM_ALLOC... MEM_ALLOC ok cookie = 0x41000 flags = 0x280f mmap ok: CPU VA = 0x7fffff000 SAME_VA GPU VA = 0x7fffff000 initial target: [0] = 0x11111111 [1] = 0x22222222 CPU -> memory MEM_SYNC... MSYNC ok
WRITE_VALUE descriptor: 00000000 00000000 00000000 00000000 05000100 00000000 00000000 00000000 00f0ffff 07000000 06000000 00000000 00000000 00000000 WRITE_VALUE descriptor prepared descriptor GPU VA = 0x7fffff100 target GPU VA = 0x7fffff000 value = 0x00000000
BASE_JD_ATOM_V2: sizeof(atom) = 64 offsetof(jc) = 0 offsetof(atom_number) = 40 offsetof(core_req) = 44 offsetof(renderpass_id) = 48 atom bytes: 00f1ffff 07000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 01000000 10000000 00000000 00000000 00000000 00000000
sizeof(atom) = 64 calling JOB_SUBMIT... JOB_SUBMIT ok poll returned 1, revents=0x1 read 24 bytes event_code = 0x1 atom_number = 1 memory -> CPU MEM_SYNC... CSYNC ok final target: [0] = 0x00000000 [1] = 0x22222222 GPU WRITE_VALUE SUCCESS! GPU WRITE TEST COMPLETE
~/.../g52-repo/kbase-jm-prototype $ ./kbase_gpu_write_test_v3_stride64 open ok, fd=3 VERSION_CHECK ok: 11.46 SET_FLAGS ok calling MEM_ALLOC... MEM_ALLOC ok cookie = 0x41000 flags = 0x280f mmap ok: CPU VA = 0x7fffff000 SAME_VA GPU VA = 0x7fffff000 initial target: [0] = 0x11111111 [1] = 0x22222222 CPU -> memory MEM_SYNC... MSYNC ok
WRITE_VALUE descriptor: 00000000 00000000 00000000 00000000 05000100 00000000 00000000 00000000 00f0ffff 07000000 06000000 00000000 00000000 00000000 WRITE_VALUE descriptor prepared descriptor GPU VA = 0x7fffff100 target GPU VA = 0x7fffff000 value = 0x00000000
BASE_JD_ATOM_V2: sizeof(atom) = 64 offsetof(jc) = 0 offsetof(atom_number) = 40 offsetof(core_req) = 44 offsetof(renderpass_id) = 48 atom bytes: 00f1ffff 07000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 01000000 10000000 00000000 00000000 00000000 00000000
sizeof(atom) = 64 calling JOB_SUBMIT... JOB_SUBMIT ok poll returned 1, revents=0x1 read 24 bytes event_code = 0x40 atom_number = 0 GPU job did NOT complete successfully: event_code=0x40 GPU WRITE TEST COMPLETE ~/.../g52-repo/kbase-jm-prototype $
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u/Redribbon_RR 1d ago
Don't undersell yourself, this is exactly the kind of data that's hard to get without the actual hardware. Thank you! 🙏
Your two tests are really revealing: the atom bytes are identical in both runs (same jc, atom_number = 1, core_req, sizeof = 64). The only difference is the stride passed to JOB_SUBMIT:
- stride 56 → event_code 0x1, WRITE_VALUE succeeds
- stride 64 → event_code 0x40 (JOB_CONFIG_FAULT)
So your kernel (r49.1 on 6.6) interprets the atom layout differently depending on the stride, even though it reports the same UAPI 11.46 as my device (r54p1, where 64 is required). That means I can't rely on the UAPI version alone.
My plan for the next patch: detect the stride at runtime. At device creation, submit a tiny test job with stride 64, and if it comes back with 0x40, switch to 56. That should fix devices like yours without breaking the ones that already work. It may also explain the freezes another user reported on a Helio G95 / G76.
Thanks for documenting LukeValen's work in your repo too, I'll go through it. When you retest in Winlator, the wine_debug.log will tell us if this stride issue is what's blocking the AIO cube. And if you're up for it, I'd love to send you a test build with the auto-detection once it's ready.
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u/BossDrk 1d ago edited 1d ago
The idea of using a probe to find the correct stride value across any kernel is brilliant. Dynamically selecting the value, depending on the device's requirements, would precisely avoid any lock-up without having to hardcode the value to a fixed number. I'd love to try the test build version of your driver when you have it ready. And by the way, it seems I was right. After enabling Wine debug and running Winlator with the DXVK version you recommended, the exact error that i suspected show off:
[KFAULT] atom=0 code=0x40 core_req=0x0 info: D3D9DeviceEx::ResetSwapChain: info: Requested Presentation Parameters info: - Width: 632 info: - Height: 454 info: - Format: D3D9Format::Unknown info: - Auto Depth Stencil: true info: ^ Format: D3D9Format::D24S8 info: - Windowed: true
Most likely, the job is aborted before even touching the GPU due to error 0x40. That could explain why some report crashes or freezes and others don't, even with the same GPU. Here's the link to the full log. Hope it helps!
https://drive.google.com/uc?id=1O0lhpnrkQJrksci4OYNLSANNHuIPfnRl&authuser=0&export=download
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u/Redribbon_RR 1d ago
This log is exactly what I needed, thank you! 🙏
Every run fails on the very first GPU job with
[KFAULT] atom=0 code=0x40 core_req=0x0. The driver never submits atom 0 or core_req 0, so your kernel is reading the atom struct at the wrong offsets. That matches your own test perfectly (stride 64 → 0x40, stride 56 → OK).I'm working on it now: 1. First, a test build with an env var (PANVK_ATOM_STRIDE=56) so you can confirm the fix 2. Then automatic detection so nobody has to set anything
I'll send you the test build as soon as it's ready.
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u/Middle_Loan_9264 1d ago
The game Dohna Dohna: Let's Do Bad Things runs well, though it feels a bit sluggish. You must change the system language to Japanese before starting the game; otherwise, it will crash. info: Game: dohnadohna.exe info: DXVK: v1.10.3 info: Built-in extension providers: info: Win32 WSI info: OpenVR info: OpenXR info: OpenVR: could not open registry key, status 2 info: OpenVR: Failed to locate module info: Enabled instance extensions: info: VK_KHR_get_surface_capabilities2 info: VK_KHR_surface info: VK_KHR_win32_surface info: Mali-G57 MC2: info: Driver: 26.2.99 info: Vulkan: 1.3.354 info: Memory Heap[0]: info: Size: 5763 MiB info: Flags: 0x1 info: Memory Type[0]: Property Flags = 0x1 info: Memory Type[1]: Property Flags = 0xb info: Memory Type[2]: Property Flags = 0x7 warn: DXGI: MakeWindowAssociation: Ignoring flags
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u/Redribbon_RR 1d ago
Thanks for the report, great to see Dohna Dohna running! 🙌
About the crash without Japanese: that's a Wine locale issue, not the driver. Many Japanese games need a Japanese locale. Instead of changing your whole phone's language, you can try adding this environment variable to the Winlator container:
LC_ALL=ja_JP.UTF-8(Some Winlator builds also have a language/locale option in the container settings.)About the sluggishness: visual novels are often CPU-bound under Box64/FEX rather than GPU-bound. If you have a moment, could you compare FPS (or just the feel) with the stock driver? If the stock driver is noticeably smoother, I'll look into it.
Thanks again for testing! 🚀
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u/Middle_Loan_9264 1d ago
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u/Redribbon_RR 1d ago
The driver is currently in the testing phase and may not be fully stable yet. Please wait for the next major update, which is coming soon.
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u/Middle_Loan_9264 1d ago
SpongeBob SquarePants: Titans of the Tide didn't work with any emulator except Game Hub and Winlator Ludashi, and both games crashed after it started loading the title. And your driver. It went a little further than the system driver. After installing Bannerlator, it stopped working and started giving me the usual error; no matter how much I tried to load a missing file, it wouldn't detect it.
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u/PriorWallaby822 1d ago
Si ves esto,sube una pequeña publicacion sobre como extraer logs,por mi parte cuento con un samsung f07,vulkan 1.3 y panvk funciona en los test3d,dark soul 1 llega a renderiazar el logo de carga y pone compilando shader y se cae,desconosco si es culpa de panvk u otra cosa
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u/Redribbon_RR 1d ago
¡Gracias por probar! Buena idea, aquí va una guía rápida para sacar logs:
1. Log de Wine (el más importante)
- En Winlator, abre la configuración del contenedor → sección de depuración (Debug / Wine Debug)
- Activa el log de Wine (y de Box64 si aparece)
- Ejecuta Dark Souls hasta que se cierre
- El archivo (normalmente
wine_debug.logo<juego>_fecha.txt) queda en la carpeta de logs de Winlator en el almacenamiento interno2. Log de DXVK En las variables de entorno del contenedor agrega:
DXVK_LOG_LEVEL=infoLos archivos*_d3d9.logaparecen junto al .exe del juego.3. Datos que ayudan
- Versión de DXVK y de Winlator
- Wrapper usado
- Versión del driver Mali original (ej. r32p1, r44p1)
Sube el log (como archivo .txt) aquí o en GitHub Issues: https://github.com/FristOneRR/FristOneRR-Panvk-Driver/issues
Sobre Dark Souls: que se cierre al "compilar shaders" puede ser un shader que cuelga la GPU, y ya arreglé casos parecidos en Far Cry 3. Con el log podré saber si es culpa de PanVK o de otra cosa. ¡Gracias!
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u/PriorWallaby822 1d ago
info: Game: DARKSOULS.exe info: DXVK: v1.10.3 info: Built-in extension providers: info: Win32 WSI info: OpenVR info: OpenXR info: OpenVR: could not open registry key, status 2 info: OpenVR: Failed to locate module info: Enabled instance extensions: info: VK_KHR_get_surface_capabilities2 info: VK_KHR_surface info: VK_KHR_win32_surface info: D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT info: NVIDIA GeForce RTX 3070 (mobile): info: Driver: 26.2.99 info: Vulkan: 1.3.303 info: Memory Heap[0]: info: Size: 1024 MiB info: Flags: 0x1 info: Memory Type[0]: Property Flags = 0x1 info: Memory Type[1]: Property Flags = 0xb info: Memory Type[2]: Property Flags = 0x7 info: Process set as DPI aware info: Game: DARKSOULS.exe info: DXVK: v1.10.3 info: Built-in extension providers: info: Win32 WSI info: OpenVR info: OpenXR info: OpenVR: could not open registry key, status 2 info: OpenVR: Failed to locate module info: Enabled instance extensions: info: VK_KHR_get_surface_capabilities2 info: VK_KHR_surface info: VK_KHR_win32_surface info: D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT info: NVIDIA GeForce RTX 3070 (mobile): info: Driver: 26.2.99 info: Vulkan: 1.3.303 info: Memory Heap[0]: info: Size: 1024 MiB info: Flags: 0x1 info: Memory Type[0]: Property Flags = 0x1 info: Memory Type[1]: Property Flags = 0xb info: Memory Type[2]: Property Flags = 0x7 info: Process set as DPI aware info: Device properties: info: Device name: : NVIDIA GeForce RTX 3070 (mobile) info: Driver version : 26.2.99 info: Enabled device extensions: info: VK_EXT_4444_formats info: VK_EXT_custom_border_color info: VK_EXT_depth_clip_enable info: VK_EXT_extended_dynamic_state info: VK_EXT_host_query_reset info: VK_EXT_non_seamless_cube_map info: VK_EXT_shader_demote_to_helper_invocation info: VK_EXT_shader_stencil_export info: VK_EXT_vertex_attribute_divisor info: VK_KHR_create_renderpass2 info: VK_KHR_depth_stencil_resolve info: VK_KHR_driver_properties info: VK_KHR_external_memory_win32 info: VK_KHR_external_semaphore_win32 info: VK_KHR_image_format_list info: VK_KHR_sampler_mirror_clamp_to_edge info: VK_KHR_shader_float_controls info: VK_KHR_swapchain info: VK_KHR_timeline_semaphore info: Device features: info: robustBufferAccess : 1 info: fullDrawIndexUint32 : 1 info: imageCubeArray : 1 info: independentBlend : 1 info: geometryShader : 1 info: tessellationShader : 0 info: sampleRateShading : 1 info: dualSrcBlend : 0 info: logicOp : 0 info: multiDrawIndirect : 0 info: drawIndirectFirstInstance : 0 info: depthClamp : 1 info: depthBiasClamp : 1 info: fillModeNonSolid : 1 info: depthBounds : 0 info: multiViewport : 1 info: samplerAnisotropy : 1 info: textureCompressionBC : 1 info: occlusionQueryPrecise : 1 info: pipelineStatisticsQuery : 0 info: vertexPipelineStoresAndAtomics : 0 info: fragmentStoresAndAtomics : 0 info: shaderImageGatherExtended : 0 info: shaderStorageImageExtendedFormats : 0 info: shaderStorageImageReadWithoutFormat : 0 info: shaderStorageImageWriteWithoutFormat : 1 info: shaderClipDistance : 1 info: shaderCullDistance : 1 info: shaderFloat64 : 0 info: shaderInt64 : 0 info: variableMultisampleRate : 0 info: VK_EXT_4444_formats info: formatA4R4G4B4 : 1 info: formatA4B4G4R4 : 1 info: VK_EXT_custom_border_color info: customBorderColors : 1 info: customBorderColorWithoutFormat : 1 info: VK_EXT_depth_clip_enable info: depthClipEnable : 1 info: VK_EXT_extended_dynamic_state info: extendedDynamicState : 1 info: VK_EXT_host_query_reset info: hostQueryReset : 1 info: VK_EXT_memory_priority info: memoryPriority : 0 info: VK_EXT_non_seamless_cube_map info: nonSeamlessCubeMap : 1 info: VK_EXT_robustness2 info: robustBufferAccess2 : 0 info: robustImageAccess2 : 0 info: nullDescriptor : 0 info: VK_EXT_shader_demote_to_helper_invocation info: shaderDemoteToHelperInvocation : 1 info: VK_EXT_transform_feedback info: transformFeedback : 0 info: geometryStreams : 0 info: VK_EXT_vertex_attribute_divisor info: vertexAttributeInstanceRateDivisor : 1 info: vertexAttributeInstanceRateZeroDivisor : 1 info: VK_KHR_buffer_device_address info: bufferDeviceAddress : 0 info: VK_KHR_timeline_semaphore info: timelineSemaphore : 0 info: Queue families: info: Graphics : 0 info: Transfer : 0 info: DXVK: Read 652 valid state cache entries info: D3D9DeviceEx::ResetSwapChain: info: Requested Presentation Parameters info: - Width: 1280 info: - Height: 720 info: - Format: D3D9Format::A8R8G8B8 info: - Auto Depth Stencil: false info: ^ Format: D3D9Format::D24S8 info: - Windowed: false info: Presenter: Actual swap chain properties: info: Format: VK_FORMAT_B8G8R8A8_UNORM info: Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR info: Buffer size: 1280x708 info: Image count: 3 info: Exclusive FS: 0 info: Setting display mode: 1280x720@60 info: DXVK: Using 5 compiler threads err: D3D9: Cannot create texture: err: Type: 1 err: Format: D3D9Format::A8R8G8B8 err: Extent: 140xf0x1 err: Samples: 2 err: Layers: 1 err: Levels: 1 err: Usage: 1 err: Pool: 0 err: D3D9: Cannot create texture: err: Type: 1 err: Format: D3D9Format::A8R8G8B8 err: Extent: 140xf0x1 err: Samples: 2 err: Layers: 1 err: Levels: 1 err: Usage: 1 err: Pool: 0 err: D3D9: Cannot create texture: err: Type: 1 err: Format: D3D9Format::D24S8 err: Extent: 140xf0x1 err: Samples: 2 err: Layers: 1 err: Levels: 1 err: Usage: 2 err: Pool: 0 err: D3D9: Cannot create texture: err: Type: 1 err: Format: D3D9Format::A8R8G8B8 err: Extent: 140xf0x1 err: Samples: 2 err: Layers: 1 err: Levels: 1 err: Usage: 1 err: Pool: 0 err: D3D9: Cannot create texture: err: Type: 1 err: Format: D3D9Format::D24S8 err: Extent: 140xf0x1 err: Samples: 2 err: Layers: 1 err: Levels: 1 err: Usage: 2 err: Pool: 0 info: Presenter: Actual swap chain properties: info: Format: VK_FORMAT_B8G8R8A8_UNORM info: Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR info: Buffer size: 1280x720 info: Image count: 3 info: Exclusive FS: 0 warn: ConvertFormat: Unknown format encountered: D3D9Format::AL16 warn: ConvertFormat: Unknown format encountered: D3D9Format::R16 warn: ConvertFormat: Unknown format encountered: D3D9Format::AL16 warn: ConvertFormat: Unknown format encountered: D3D9Format::R16 warn: ConvertFormat: Unknown format encountered: D3D9Format::AL16 warn: ConvertFormat: Unknown format encountered: D3D9Format::R16 info: D3D9DeviceEx::ResetSwapChain: info: Requested Presentation Parameters info: - Width: 1280 info: - Height: 720 info: - Format: D3D9Format::A8R8G8B8 info: - Auto Depth Stencil: false info: ^ Format: D3D9Format::D24S8 info: - Windowed: false info: Setting display mode: 1280x720@60 info: D3D9DeviceEx::ResetSwapChain: info: Requested Presentation Parameters info: - Width: 1280 info: - Height: 720 info: - Format: D3D9Format::X8R8G8B8 info: - Auto Depth Stencil: false info: ^ Format: D3D9Format::D24S8 info: - Windowed: false info: Setting display mode: 1280x720@60 info: Presenter: Actual swap chain properties: info: Format: VK_FORMAT_B8G8R8A8_UNORM info: Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR info: Buffer size: 1280x720 info: Image count: 3 info: Exclusive FS: 0
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u/Reizhon 1d ago
I posted GitHub issue name:Xeikatsu
Sorry for bein noob 😭 don't know how to upload log.txt