Shaders not working with D3D12 driver
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- C
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Description
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- Only RetroArch bugs should be filed here. Not core bugs or game bugs
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Description
Some of the slang shaders don't appear to be working with the d3d12 driver, mainly deinterlacing, dithering, everything under misc, and ntsc, though many others appear very differently compared to the other drivers. The only exceptions appear to be many of the crt shaders (excluding royale) and most image adjustment shaders.
Other drivers are working as expected.
Expected behavior
Shaders to work the same as the other drivers (eg. d3d11, glcore, vulkan).
Actual behavior
Content appears the same as not loading any shaders at all.
Steps to reproduce the bug
- Set driver to d3d12
- Load any content in any core
- Apply a shader
Bisect Results
Has been an issue since earliest version d3d12 was added, up to the latest nighly and stable releases.
Environment information
Windows 11
Nvidia RTX 3090
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Reproduce the issue with the D3D12 driver on Windows 11 using the listed shader categories, then compare their output with D3D11, GLCore, and Vulkan. Done means deinterlacing, dithering, misc, NTSC, and other affected shaders visibly work rather than appearing unloaded.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- c
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100