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Dreaming Sarah (PPSA02929) on Windows: boots to first render, crashes in amdvlk64 on RX 6700 XT #3018
poonasor
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Game bring-up
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Update: playable on the RX 6700 XT with one change. The crash at the first graphics submission was the background link-time-optimized pipeline link (#2713) on AMD's Windows driver, tracked in #2944 (also #2755, #2777). The fix is #3149, which was closed automatically by the PR intake pause, not on review; the commit is Relinked and run against
Without the fix, Only the opening area was played so far. AI-assisted (Claude Code). |
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Environment
main57f96fd, WinLibs GCC 15.2.0 r7 (15.2.0posix-14.0.0-ucrt-r7), Ninja, Release,BUILD_TESTING=ONPPSA02929-app0/eboot.bin)Conversion
relinker --windows eboot.bin game.exesucceeds. 815 NID input references. The bundledsce_module/libc.prxconverts as a guest module. One dumping-tool note: the dumper left decrypted ELF copies aseboot.bin.esbak/libc.prx.esbakbeside the encrypted files, and the.esbakinsidesce_module/is scanned as a second guest module, failing withAmbiguous guest dependency name: libc.prx(both files carry SONAMElibc.prx). Moving the.esbakfiles out of the module directory is enough.Import audit (exit 0): 553 unique imports, 918 references - 367 implemented, 16 stub, 0 absent, 170 module (the title's own libc.prx). The 16 stubs are capture/diagnostics functions (
sceAgcDcb*/sceAgcAcb*capture,sceAgcDriverRequestCapture*, backtrace/heap-report postfixes,__tls_get_addrpostfix).Runtime
The title boots through the whole stack: ELF entry, guest threads, save data mount (
mount3->/savedata0), full Vulkan device init on the RX 6700 XT, shader disk cache creation, resource loading (language files,media/error.flacbackground load), render target allocation up to 14 MiB and texture creation (1280x720 storage images, 320x512/980x347/250x250 textures). It then crashes at the first real graphics submission:The faulting offset moves between runs inside
amdvlk64.dll:+0x21eef34,+0x1bbfa4,+0xab8dc1,+0x21ee870,+0x1ba6e5(the last two recurring). Every run aborts with 0xc0000005 at the same progression point.APS5_NO_TEXTURE_CACHE=1,APS5_NO_WRITE_WATCH=1andAPS5_STORE_AT_FLIP=1all still crash inamdvlk64.dllat shifted offsets, so the texture cache, write tracking and store-at-flip paths are each not the single cause.Relation to #2944
amdvlk64.dll+0x21eef34is the exact rip of theagc_driver_vertex_fetchSEGFAULT on this machine and driver (#2944); nineagc_driver_*execution tests segfault there. The game crash and the test crashes look like the same driver failure: on a GTX 1050 Ti the title is verified playable at 60 FPS, so this is specific to the AMD Windows driver (current Adrenalin 25.10.45.05).I can rerun anything on this machine, including other Adrenalin versions.
AI-assisted (ZCode).
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