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Multiple games crash/freeze under WINE on NVIDIA GeForce GTX 1660 SUPER #1579

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zsoltiv opened this issue Feb 16, 2025 · 6 comments
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@zsoltiv
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zsoltiv commented Feb 16, 2025

When running the GOG version of either Vampire: The Masquerade - Bloodlines or VA-11 Hall-A: Cyberpunk Bartender Action with both wine and mangohud, the games crash when using DXVK or freeze without it. May be related to #1449

Running either game without MangoHud works with or without dxvk. Running native programs (Stardew Valley, vkcube, glxgears) with MangoHud works as well.

  • Linux Distribution: Linux Mint 21.3 Cinnamon
  • MangoHud version: v0.8.0
  • GPU: NVIDIA GeForce GTX 1660 SUPER (running nvidia-driver-550)
  • DXVK: v1.9.4
  • WINE: 4de563994426e258d1f2848b663f6ed85dd1298d (10.1-125-g4de56399442)

To Reproduce

VA-11 Hall-A: Cyberpunk Bartender Action (without dxvk)

Run the game with mangohud:

mangohud wine .wine/drive_c/GOG\ Games/VA-11\ Hall-A\ -\ Cyberpunk\ Bartender\ Action/VA-11\ Hall\ A.exe

The game will reach a white screen, with this message at the bottom of the output:

Cyberpunk Bartender Action/VA-11 Hall A.exe: ../../subprojects/imgui-1.89.9/imgui.cpp:9195: void ImGui::ErrorCheckNewFrameSanityChecks(): Assertion `(g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"' failed.
Full commandline output
[2025-02-16 14:58:46.452] [MANGOHUD] [info] [blacklist.cpp:75] process 'explorer.exe' is blacklisted in MangoHud

***************************************
*     YoYo Games Runner v1.0(999)[r32908]    *
***************************************	 
RunnerLoadGame: Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action\data.win
#########################################################################
####!!!!$$$$$$ pwd - Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action\
#########################################################################
RunnerLoadGame() - Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action\data.win
Checking if INIFile Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action/options.ini Exists
Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action/options.ini file contents: [Windows]
CreateTexturesOnDemand=0
AlternateSyncMethod=1
VertexBufferMethod=1
SleepMargin=1

Reading File Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action\data.win
Loaded File Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action\data.win(221895676)
IFF wad found
Get Resolution
Get Header Information
InitGMLFunctions
HighScore..SavePrePend = C:\users\zsolt\AppData\Local\VA_11_Hall_A\
Game..Math..Graphic..Action..File..Resource..Interaction..3D..Particle..Misc..DS..Sound..Physics..Gamepad..GAMEPAD: 4 axis values (last) at 0x1a55430
GAMEPAD: 4 axis values (last) at 0x1a55490
GAMEPAD: 4 axis values (last) at 0x1a554f0
GAMEPAD: 4 axis values (last) at 0x1a55550
Buffers..Networking..Shaders..InitPushFunctions...YoYo..Fini
Code_Load()
VARI_Load()
got 1727 global variables
got 701 instance variables
got 14 local variables
ID_STRG
Create Window
AdjustWindowRectEx
RegisterClassEx
CreateWindowEx
Init Graphics
GR_D3D_Init()
Enable DwmEnableMMCSS
0024:fixme:dwmapi:DwmEnableMMCSS (1) stub
Create D3D9Ex interface
sed: olvasási hiba ezen: /etc/upstream-release: Ez egy könyvtár
sed: olvasási hiba ezen: /etc/upstream-release: Ez egy könyvtár
0024:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
Enumerate Adapters
Selected Resolution: 1280x720
Prepare to create device
Creating D3D device - ARGB=32bit, D24S8, SwapEffect=Copy, Hardware vertex processing
0024:fixme:d3d:wined3d_swapchain_init The application requested more than one back buffer, this is not properly supported.
Please configure the application to use double buffering (1 back buffer) if possible.
0024:fixme:d3d:wined3d_swapchain_init Unimplemented swap effect 0x3.
Creating screen render target
Get Device Caps
Graphics initialisation end...
Background_InitTextures()
Sprite_InitTextures()
Font_InitTextures()
IO Init
Process Messages
Splash!
Start Frame
Part Create Textures
Debug Init Remote Interface
VM Init
Create Score Form
Create Load Form
Create Error Form
Do The Work
LoadGameData()
initialise everything!
Process Chunk: GEN8   316
Process Chunk: OPTN   64
Process Chunk: EXTN   428
Process Chunk: SOND   4804
Audio_Load()
Process Chunk: AGRP   20
AudioGroup_Load()
Process Chunk: SPRT   5815144
Process Chunk: BGND   388
Process Chunk: PATH   4
Process Chunk: SCPT   4060
Process Chunk: SHDR   224
0024:err:d3dcompiler:D3DCompile2 Failed to compile shader, vkd3d result -5.
0024:err:d3dcompiler:D3DCompile2 Shader log:
0024:err:d3dcompiler:D3DCompile2     memory:157:17: E5017: Aborting due to not yet implemented feature: SM1 cast from bool to integer.
0024:err:d3dcompiler:D3DCompile2     memory:187:16: E5017: Aborting due to not yet implemented feature: SM1 cast from bool to integer.
0024:err:d3dcompiler:D3DCompile2 
Error in fragment shader "sh_CRT"

 memory:157:17: E5017: Aborting due to not yet implemented feature: SM1 cast from bool to integer.
memory:187:16: E5017: Aborting due to not yet implemented feature: SM1 cast from bool to integer.
wxyz
Process Chunk: FONT   824380
Process Chunk: TMLN   4
Process Chunk: OBJT   263708
Process Chunk: ROOM   82924
Process Chunk: DAFL   0
Process Chunk: TPAG   62144
Process Chunk: CODE   1248420
Process Chunk: VARI   97632
Process Chunk: FUNC   42908
Process Chunk: STRG   518404
Process Chunk: TXTR   12954908
Process Chunk: AUDO   199974608
Audio_WAVs()
PrepareGame()
Extension_Prepare() 
Code_Constant_Prepare() 
Script_Prepare() 
TimeLine_Prepare() 
Object_Prepare() 
Preparing 662 objects:
	Objects 0: show_shop
[...]
	Objects 509: codec_cigar
	Objects 510: codec_pic
	Objects 511: codec_letter
Room_Prepare() 
Sound_Prepare() 
InitGraphics() 
Finished PrepareGame() 
Run_Start
StartGame()
StartGame() - DONE
Total memory used = 268286737(0x00499649) bytes
**********************************.
Entering main loop.
**********************************.
0128:fixme:d3d:state_linepattern_w Setting line patterns is not supported in OpenGL core contexts.
 Cyberpunk Bartender Action/VA-11 Hall A.exe: ../../subprojects/imgui-1.89.9/imgui.cpp:9195: void ImGui::ErrorCheckNewFrameSanityChecks(): Assertion `(g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"' failed.

VA-11 HALL-A: Cyberpunk Bartender Action (with dxvk)

Running the game with

MANGOHUD=1 wine .wine/drive_c/GOG\ Games/VA-11\ Hall-A\ -\ Cyberpunk\ Bartender\ Action/VA-11\ Hall\ A.exe

Crashes on this assertion

013c:err:msvcrt:_wassert (L"!status && \"vkQueuePresentKHR\"",L"../wine/dlls/winevulkan/loader_thunks.c",6236)
Assertion failed: !status && "vkQueuePresentKHR", file ../wine/dlls/winevulkan/loader_thunks.c, line 6236
Full commandline output
[2025-02-16 15:05:52.895] [MANGOHUD] [info] [blacklist.cpp:75] process 'explorer.exe' is blacklisted in MangoHud

***************************************
*     YoYo Games Runner v1.0(999)[r32908]    *
***************************************	 
RunnerLoadGame: Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action\data.win
#########################################################################
####!!!!$$$$$$ pwd - Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action\
#########################################################################
RunnerLoadGame() - Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action\data.win
Checking if INIFile Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action/options.ini Exists
Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action/options.ini file contents: [Windows]
CreateTexturesOnDemand=0
AlternateSyncMethod=1
VertexBufferMethod=1
SleepMargin=1

Reading File Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action\data.win
Loaded File Z:\home\zsolt\.wine\drive_c\GOG Games\VA-11 Hall-A - Cyberpunk Bartender Action\data.win(221895676)
IFF wad found
Get Resolution
Get Header Information
InitGMLFunctions
HighScore..SavePrePend = C:\users\zsolt\AppData\Local\VA_11_Hall_A\
Game..Math..Graphic..Action..File..Resource..Interaction..3D..Particle..Misc..DS..Sound..Physics..Gamepad..GAMEPAD: 4 axis values (last) at 0x1a55068
GAMEPAD: 4 axis values (last) at 0x1a550c8
GAMEPAD: 4 axis values (last) at 0x1a55128
GAMEPAD: 4 axis values (last) at 0x1a55188
Buffers..Networking..Shaders..InitPushFunctions...YoYo..Fini
Code_Load()
VARI_Load()
got 1727 global variables
got 701 instance variables
got 14 local variables
ID_STRG
Create Window
AdjustWindowRectEx
RegisterClassEx
CreateWindowEx
Init Graphics
GR_D3D_Init()
Enable DwmEnableMMCSS
0024:fixme:dwmapi:DwmEnableMMCSS (1) stub
Create D3D9Ex interface
info:  Game: VA-11 Hall A.exe
info:  DXVK: v1.9.4
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
sed: olvasási hiba ezen: /etc/upstream-release: Ez egy könyvtár
warn:  Skipping CPU adapter: llvmpipe (LLVM 15.0.7, 256 bits)
info:  D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT
info:  NVIDIA GeForce GTX 1660 SUPER:
info:    Driver: 550.120.0
info:    Vulkan: 1.3.277
info:    Memory Heap[0]: 
info:      Size: 6144 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x1
info:      Memory Type[2]: Property Flags = 0x1
info:    Memory Heap[1]: 
info:      Size: 5925 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x0
info:      Memory Type[3]: Property Flags = 0x6
info:      Memory Type[4]: Property Flags = 0xe
info:    Memory Heap[2]: 
info:      Size: 246 MiB
info:      Flags: 0x1
info:      Memory Type[5]: Property Flags = 0x7
info:  Process set as DPI aware
Enumerate Adapters
Selected Resolution: 1280x720
Prepare to create device
Creating D3D device - ARGB=32bit, D24S8, SwapEffect=Copy, Hardware vertex processing
info:  Device properties:
info:    Device name:     : NVIDIA GeForce GTX 1660 SUPER
info:    Driver version   : 550.120.0
info:  Enabled device extensions:
info:    VK_EXT_4444_formats
info:    VK_EXT_conservative_rasterization
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_memory_priority
info:    VK_EXT_robustness2
info:    VK_EXT_shader_demote_to_helper_invocation
info:    VK_EXT_shader_viewport_index_layer
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_draw_indirect_count
info:    VK_KHR_driver_properties
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:  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                            : 1
info:    multiViewport                          : 1
info:    samplerAnisotropy                      : 1
info:    textureCompressionBC                   : 1
info:    occlusionQueryPrecise                  : 1
info:    pipelineStatisticsQuery                : 1
info:    vertexPipelineStoresAndAtomics         : 1
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                         : 1
info:  VK_EXT_robustness2
info:    robustBufferAccess2                    : 1
info:    robustImageAccess2                     : 0
info:    nullDescriptor                         : 1
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:  Queue families:
info:    Graphics : 0
info:    Transfer : 1
info:  DXVK: Read 1 valid state cache entries
info:  DXVK: Using 2 compiler threads
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              1280
info:      - Height:             720
info:      - Format:             D3D9Format::A8R8G8B8
info:      - Auto Depth Stencil: true
info:                  ^ Format: D3D9Format::D24S8
info:      - Windowed:           true
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
Creating screen render target
Get Device Caps
Graphics initialisation end...
warn:  ConvertFormat: Unknown format encountered: D3D9Format::AL16
warn:  ConvertFormat: Unknown format encountered: D3D9Format::R16
Background_InitTextures()
Sprite_InitTextures()
Font_InitTextures()
IO Init
Process Messages
Splash!
Start Frame
Part Create Textures
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
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
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
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
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
Debug Init Remote Interface
VM Init
Create Score Form
Create Load Form
Create Error Form
Do The Work
LoadGameData()
initialise everything!
Process Chunk: GEN8   316
Process Chunk: OPTN   64
Process Chunk: EXTN   428
Process Chunk: SOND   4804
Audio_Load()
Process Chunk: AGRP   20
AudioGroup_Load()
Process Chunk: SPRT   5815144
Process Chunk: BGND   388
Process Chunk: PATH   4
Process Chunk: SCPT   4060
Process Chunk: SHDR   224
0024:err:d3dcompiler:D3DCompile2 Failed to compile shader, vkd3d result -5.
0024:err:d3dcompiler:D3DCompile2 Shader log:
0024:err:d3dcompiler:D3DCompile2     memory:157:17: E5017: Aborting due to not yet implemented feature: SM1 cast from bool to integer.
0024:err:d3dcompiler:D3DCompile2     memory:187:16: E5017: Aborting due to not yet implemented feature: SM1 cast from bool to integer.
0024:err:d3dcompiler:D3DCompile2 
Error in fragment shader "sh_CRT"

 memory:157:17: E5017: Aborting due to not yet implemented feature: SM1 cast from bool to integer.
memory:187:16: E5017: Aborting due to not yet implemented feature: SM1 cast from bool to integer.

Process Chunk: FONT   824380
Process Chunk: TMLN   4
Process Chunk: OBJT   263708
Process Chunk: ROOM   82924
Process Chunk: DAFL   0
Process Chunk: TPAG   62144
Process Chunk: CODE   1248420
Process Chunk: VARI   97632
Process Chunk: FUNC   42908
Process Chunk: STRG   518404
Process Chunk: TXTR   12954908
Process Chunk: AUDO   199974608
Audio_WAVs()
PrepareGame()
Extension_Prepare() 
Code_Constant_Prepare() 
Script_Prepare() 
TimeLine_Prepare() 
Object_Prepare() 
Preparing 662 objects:
	Objects 0: show_shop
	Objects 512: codec_fore
	Objects 1: shopbutton_master
	Objects 513: text_control_codec
	Objects 2: shopbutton_casitas
	Objects 514: small_jukebox_obj
	Objects 3: shopbutton_maneki
	Objects 515: nextsmall_music
	Objects 4: shopbutton_miki
	Objects 516: loopsmall_music
	Objects 5: shopbutton_poster
	Objects 517: lastsmall_music
	Objects 6: shopbutton_carts
	Objects 518: pausesmall_music
	Objects 7: shopbutton_daruma
	Objects 519: shufflesmall_music
	Objects 8: shopbutton_yiik
	Objects 520: smalljuke_text
	Objects 9: shopbutton_snatcher
	Objects 521: jukebg
	Objects 10: shopbutton_christmas
	Objects 522: startup_obj
	Objects 11: shopbutton_turing
	Objects 523: jukebox_bg
	Objects 12: shopbutton_crt
	Objects 524: music_halo
	Objects 13: shopbutton_fan
	Objects 525: jukeselect_tag
	Objects 14: shopbutton_plant
	Objects 526: jukeselect_1
	Objects 15: shopbutton_lamp
	Objects 527: jukeselect_2
	Objects 16: shopbutton_mikisong
	Objects 528: jukeselect_3
	Objects 17: shopbutton_beer
	Objects 529: jukeselect_4
	Objects 18: shopbutton_staff
	Objects 530: jukeselect_5
	Objects 19: shopbutton_banner
	Objects 531: juke_left
	Objects 20: shopbutton_shoulder
	Objects 532: juke_right
	Objects 21: shopbutton_tea
	Objects 533: playlistslot_1
	Objects 22: shopbutton_song1
	Objects 534: playlistslot_2
	Objects 23: shopbutton_song2
	Objects 535: playlistslot_3
	Objects 24: shopbutton_song3
	Objects 536: playlistslot_4
	Objects 25: shopbutton_song4
	Objects 537: playlistslot_5
	Objects 26: shopbutton_song5
	Objects 538: playlistslot_6
	Objects 27: shopbutton_song6
	Objects 539: playlistslot_7
	Objects 28: shopbutton_song7
	Objects 540: playlistslot_8
	Objects 29: shopbutton_song8
	Objects 541: playlistslot_9
	Objects 30: shopbutton_frontiersong
	Objects 542: playlistslot_10
	Objects 31: shopbutton_ironheart
	Objects 543: playlistslot_11
	Objects 32: shoptext
	Objects 544: playlistslot_12
	Objects 33: shopbutton_return
	Objects 545: jukebox_text
	Objects 34: left_arrow
	Objects 546: jukebox_done
	Objects 35: right_arrow
	Objects 547: results_text
	Objects 36: strings_controller
	Objects 548: results_screen
	Objects 37: var_controller
	Objects 549: ending_tester
	Objects 38: audio_controller
	Objects 550: endingholder
	Objects 39: glitch_control
	Objects 551: bad_end_obj
	Objects 40: test_text
	Objects 552: doro_end_obj
	Objects 41: soundout_control
	Objects 553: curry_end_obj
	Objects 42: mixershow
	Objects 554: hair_end_obj
	Objects 43: dialog_control
	Objects 555: concert_end_obj
	Objects 44: order_text
	Objects 556: vacation_end_obj
	Objects 45: keyboard_mixerbinds
	Objects 557: credits_control
	Objects 46: cursor_hitbox
	Objects 558: thanks_message
	Objects 47: hitbox_copy
	Objects 559: credits_text
	Objects 48: cursor_obj
	Objects 560: whiteout
	Objects 49: cursor_copy
	Objects 561: peluche_obj
	Objects 50: effect_shake
	Objects 562: textx_new
	Objects 51: ctc_obj
	Objects 563: oScaleControl
	Objects 52: music_obj
	Objects 564: break_bumper
	Objects 53: ending_playlist
	Objects 565: oob_bumper
	Objects 54: wdigfh_play
	Objects 566: game_over
	Objects 55: credits_playlist
	Objects 567: intro2_out
	Objects 56: endcard_obj
	Objects 568: intro2_frame
	Objects 57: background_frame_obj
	Objects 569: intro2_obj
	Objects 58: jukebox_list
	Objects 570: intro2_frametitle
	Objects 59: loader_control
	Objects 571: intro2_snow
	Objects 60: dialog_frame
	Objects 572: intro2_transition
	Objects 61: hack_obj
	Objects 573: intro1_text
	Objects 62: obj_textbox
	Objects 574: intro1_text_2
	Objects 63: credits_start
	Objects 575: jill_intro_1
	Objects 64: config_text
	Objects 576: intro1_transition
	Objects 65: config_obj
	Objects 577: introtoblack
	Objects 66: apply_config
	Objects 578: goto_intro
	Objects 67: filter_config
	Objects 579: popup_intro
	Objects 68: fullscreen_config
	Objects 580: popup_intro_text
	Objects 69: windowed_config
	Objects 581: intro1_alt
	Objects 70: sfx_slide
	Objects 582: intro3_obj
	Objects 71: bgm_slide
	Objects 583: dialog_control_new
	Objects 72: config_set
	Objects 584: boss
	Objects 73: bgmplus_button
	Objects 585: boss_pattern
	Objects 74: bgmminus_button
	Objects 586: BOSSBULLET
	Objects 75: sfxplus_button
	Objects 587: bounds
	Objects 76: sfxminus_button
	Objects 588: boundsdown
	Objects 77: config_overlay
	Objects 589: boundsup
	Objects 78: textlog_obj
	Objects 590: bullet_destroy
	Objects 79: log_control
	Objects 591: bullet_destroy_2
	Objects 80: log_text
	Objects 592: bullet_enemy
	Objects 81: log_obj
	Objects 593: bullet_enemyCHILD1
	Objects 82: drink_control
	Objects 594: bullet_enemyCHILD2
	Objects 83: bad_news_obj
	Objects 595: cosas
	Objects 84: easter_bar_1
	Objects 596: enemyCHILD
	Objects 85: easter_bar_2
	Objects 597: enemyCHILD1
	Objects 86: bg_fan
	Objects 598: enemyCHILD2
	Objects 87: door_exit
	Objects 599: enemyCHILD3
	Objects 88: bg_tv
	Objects 600: enemyFLASH
	Objects 89: channel1_obj
	Objects 601: frame_obj
	Objects 90: channel2_obj
	Objects 602: heart_effect
	Objects 91: channel3_obj
	Objects 603: init
	Objects 92: channel4_obj
	Objects 604: interface
	Objects 93: channel5_obj
	Objects 605: julianne_in
	Objects 94: channel6_obj
	Objects 606: life_meter
	Objects 95: channel7_obj
	Objects 607: music_controller
	Objects 96: channel8_obj
	Objects 608: objbullet
	Objects 97: channel9_obj
	Objects 609: objenemy
	Objects 98: channel10_obj
	Objects 610: objEXPLOSION
	Objects 99: channel11_obj
	Objects 611: objplayer
	Objects 100: channel12_obj
	Objects 612: oDrawSurface
	Objects 101: channel13_obj
	Objects 613: oGame
	Objects 102: anna_channel_caller
	Objects 614: out_to_bar_new
	Objects 103: adl
	Objects 615: out_to_gameover_shmup
	Objects 104: bex
	Objects 616: out_to_julianne
	Objects 105: dlt
	Objects 617: startbutt
	Objects 106: fln
	Objects 618: tile_obj
	Objects 107: krm
	Objects 619: title_screen_shmup
	Objects 108: shaker_a
	Objects 620: transition_in_new
	Objects 109: shaker_b
	Objects 621: victory_text
	Objects 110: shaker_effect_1
	Objects 622: win_screen
	Objects 111: shaker_effect_2
	Objects 623: yesno
	Objects 112: shaker_effect_3
	Objects 624: gameoversprite
	Objects 113: shaker_effect_4
	Objects 625: transition_fancy
	Objects 114: shaker_effect_5
	Objects 626: transition_fancy_out
	Objects 115: shaker_effect_r
	Objects 627: sprite_doge_a
	Objects 116: amounts
	Objects 628: sprite_doge_b
	Objects 117: drinksprite_a
	Objects 629: anna_cg_obj
	Objects 118: drinksprite_b
	Objects 630: annacrutch_cg_obj
	Objects 119: obj_background
	Objects 631: annachoice_1
	Objects 120: success_obj
	Objects 632: annachoice_2
	Objects 121: fail_obj
	Objects 633: annachoice_3
	Objects 122: scorecount_obj
	Objects 634: annachoice_4
	Objects 123: scorepop_obj
	Objects 635: annachoice_5
	Objects 124: shaker_button
	Objects 636: annachoice_6
	Objects 125: otr_toggle
	Objects 637: annachoice_7
	Objects 126: age_toggle
	Objects 638: annachoice_8
	Objects 127: slot1
	Objects 639: annachoice_9
	Objects 128: slot2
	Objects 640: annascene_controller
	Objects 129: mixw
	Objects 641: out_to_anna
	Objects 130: reset_btn
	Objects 642: extrachapters
	Objects 131: a_button
	Objects 643: prologuechapter
	Objects 132: b_button
	Objects 644: prologuechapter1
	Objects 133: c_button
	Objects 645: prologuechapter2
	Objects 134: d_button
	Objects 646: prologuechapter3
	Objects 135: e_button
	Objects 647: annachapter
	Objects 136: tapaboton
	Objects 648: annastart
	Objects 137: tapaboton2
	Objects 649: annademostart
	Objects 138: fondos
	Objects 650: extrachapter_text
	Objects 139: side_menus
	Objects 651: annapulse
	Objects 140: side_exit
	Objects 652: annaout_text
	Objects 141: side_load
	Objects 653: anna_out
	Objects 142: side_settings
	Objects 654: anna_in
	Objects 143: side_jukebox
	Objects 655: acframe
	Objects 144: confirm_box_exit
	Objects 656: demo_playlist
	Objects 145: confirm_yes_exit
	Objects 657: language_background
	Objects 146: confirm_no_exit
	Objects 658: eng_button
	Objects 147: text_confirm_exit
	Objects 659: jp_button
	Objects 148: logojuke
	Objects 660: cn_button
	Objects 149: recipebook_bg
	Objects 661: lang_select
	Objects 150: recipebg
	Objects 151: recipebook
	Objects 152: recipebase
	Objects 153: introbutton_a
	Objects 154: introbutton_b
	Objects 155: introbutton_c
	Objects 156: introbutton_d
	Objects 157: textx
	Objects 158: bb1
	Objects 159: bb2
	Objects 160: bb3
	Objects 161: bb4
	Objects 162: bb5
	Objects 163: bc1
	Objects 164: bc2
	Objects 165: bc3
	Objects 166: bc4
	Objects 167: bc5
	Objects 168: bc6
	Objects 169: bc7
	Objects 170: bc8
	Objects 171: ba1
	Objects 172: ba2
	Objects 173: ba3
	Objects 174: ba4
	Objects 175: ba5
	Objects 176: ba6
	Objects 177: exframe_1
	Objects 178: exframe_2
	Objects 179: exframe_3
	Objects 180: exframe_4
	Objects 181: abs_bottle
	Objects 182: rum_bottle
	Objects 183: fedora_bottle
	Objects 184: tea_bottle
	Objects 185: exdrink_text
	Objects 186: recipe_right
	Objects 187: recipe_left
	Objects 188: barload_bg
	Objects 189: barload
	Objects 190: barload_screen
	Objects 191: loadbar1
	Objects 192: loadbar2
	Objects 193: loadbar3
	Objects 194: loadbar4
	Objects 195: loadbar5
	Objects 196: loadbar6
	Objects 197: loadbar7
	Objects 198: loadbar8
	Objects 199: loadbar9
	Objects 200: loadbar10
	Objects 201: loadbar11
	Objects 202: loadbar12
	Objects 203: loadbar13
	Objects 204: loadbar14
	Objects 205: loadbar15
	Objects 206: loadbar16
	Objects 207: loadbar17
	Objects 208: loadbar18
	Objects 209: loadbar19
	Objects 210: loadbar20
	Objects 211: loadbar21
	Objects 212: loadbar22
	Objects 213: loadbar23
	Objects 214: loadbar24
	Objects 215: loadpage_a
	Objects 216: loadpage_b
	Objects 217: loadpage_c
	Objects 218: loadpage_d
	Objects 219: loadpage_e
	Objects 220: loadpage_f
	Objects 221: load_textcontrol
	Objects 222: base_spr_obj
	Objects 223: sprite_sei
	Objects 224: sprite_seimask
	Objects 225: sprite_seiwound
	Objects 226: sprite_ingram
	Objects 227: sprite_donovan
	Objects 228: sprite_doro
	Objects 229: doro_shake
	Objects 230: eyes_anna_6
	Objects 231: eyes_anna_4
	Objects 232: eyes_anna
	Objects 233: eyes_anna_2
	Objects 234: eyes_anna_3
	Objects 235: eyes_anna_5
	Objects 236: sprite_anna_old
	Objects 237: eyes_anna_7
	Objects 238: sprite_anna
	Objects 239: anna_id
	Objects 240: sprite_danamask
	Objects 241: sprite_dana
	Objects 242: dana_shake
	Objects 243: sprite_nacho
	Objects 244: sprite_stream
	Objects 245: stream_music_override
	Objects 246: stream_yeah_txt
	Objects 247: stream_pachi_txt
	Objects 248: stream_w_txt
	Objects 249: stream_denko_txt
	Objects 250: stream_no_txt
	Objects 251: stream_boo_txt
	Objects 252: stream_aw_txt
	Objects 253: stream_aaa_txt
	Objects 254: stream_meme_txt
	Objects 255: stream_dick_txt
	Objects 256: chat_yeah_control
	Objects 257: chat_pachi_control
	Objects 258: chat_w_control
	Objects 259: chat_no_control
	Objects 260: chat_boo_control
	Objects 261: chat_aw_control
	Objects 262: chat_aaa_control
	Objects 263: chat_denko_control
	Objects 264: dank_meme_obj
	Objects 265: chat_dick_control
	Objects 266: sprite_alma
	Objects 267: sprite_kim
	Objects 268: kim_shake
	Objects 269: sprite_jamie
	Objects 270: sprite_stella
	Objects 271: sprite_miki
	Objects 272: sprite_art
	Objects 273: sprite_deal
	Objects 274: sprite_betty
	Objects 275: sprite_virgilio
	Objects 276: sprite_taylor
	Objects 277: sprite_gil
	Objects 278: sprite_brian
	Objects 279: sprite_rad
	Objects 280: sprite_norma
	Objects 281: sprite_mario
	Objects 282: sprite_gaby
	Objects 283: sprite_jill
	Objects 284: sprite_vella
	Objects 285: sprite_essentia
	Objects 286: sprite_lexi
	Objects 287: sprite_jess
	Objects 288: sprite_tomcat
	Objects 289: sprite_cass
	Objects 290: minicg_anna
	Objects 291: minicg_doro
	Objects 292: minicg_alma
	Objects 293: transition_in
	Objects 294: out_to_shooter
	Objects 295: out_to_title
	Objects 296: out_to_title2
	Objects 297: out_to_next
	Objects 298: out_to_bar
	Objects 299: out_to_preroom
	Objects 300: out_to_room
	Objects 301: out_to_shop
	Objects 302: out_to_codec
	Objects 303: out_to_codecload2
	Objects 304: out_to_balcony
	Objects 305: out_to_dareload
	Objects 306: out_to_endcard
	Objects 307: out_to_break
	Objects 308: out_to_splash
	Objects 309: out_to_gameover
	Objects 310: out_to_results
	Objects 311: out_to_credits
	Objects 312: out_to_end
	Objects 313: out_to_loading
	Objects 314: out_of_loading
	Objects 315: new_day
	Objects 316: title_to_streaming
	Objects 317: title_to_room
	Objects 318: intro_text
	Objects 319: out_to_dare
	Objects 320: out_of_apartment
	Objects 321: out_to_endings
	Objects 322: fade_effect
	Objects 323: fade_effect2
	Objects 324: cuttoblack_intro
	Objects 325: fadein_effect
	Objects 326: frameintro_obj
	Objects 327: jillintro_obj
	Objects 328: barintro_obj
	Objects 329: finalintro_obj
	Objects 330: introskip
	Objects 331: sukeban_obj
	Objects 332: ysobj
	Objects 333: playismobj
	Objects 334: timertonext
	Objects 335: ysbrydtimer
	Objects 336: city_preintro
	Objects 337: title_city
	Objects 338: front_city
	Objects 339: logointro
	Objects 340: gx_anim
	Objects 341: y2k_title
	Objects 342: main_menu_controller2
	Objects 343: light_1
	Objects 344: light_2
	Objects 345: light_3
	Objects 346: main_menu_controller
	Objects 347: mainng_button
	Objects 348: mainload_button
	Objects 349: mainsettings_button
	Objects 350: mainexit_button
	Objects 351: tablet_wallpaper
	Objects 352: unlock_button
	Objects 353: tablet_hitbox
	Objects 354: clock_icon
	Objects 355: augmented_eye_icon
	Objects 356: miki_icon
	Objects 357: nanocamo_icon
	Objects 358: dangeru_icon
	Objects 359: music_icon
	Objects 360: data_icon
	Objects 361: practice_icon
	Objects 362: debt_icon
	Objects 363: christine_icon
	Objects 364: aa_home
	Objects 365: aa_art1
	Objects 366: aa_text_control
	Objects 367: aa_button_1
	Objects 368: aa_button_2
	Objects 369: aa_button_3
	Objects 370: dange_homepage
	Objects 371: threadbutton1
	Objects 372: threadbutton2
	Objects 373: threadbutton3
	Objects 374: dangethread_1
	Objects 375: miki_home
	Objects 376: mikiart
	Objects 377: mikibutton1
	Objects 378: mikibutton2
	Objects 379: mikibutton3
	Objects 380: home_button
	Objects 381: return_button
	Objects 382: save_home
	Objects 383: saveloadpage
	Objects 384: save_select
	Objects 385: load_select
	Objects 386: save_hovercontrol
	Objects 387: save1
	Objects 388: save2
	Objects 389: save3
	Objects 390: save4
	Objects 391: save5
	Objects 392: save6
	Objects 393: save7
	Objects 394: save8
	Objects 395: save9
	Objects 396: save10
	Objects 397: save11
	Objects 398: save12
	Objects 399: save13
	Objects 400: save14
	Objects 401: save15
	Objects 402: save16
	Objects 403: save17
	Objects 404: save18
	Objects 405: save19
	Objects 406: save20
	Objects 407: save21
	Objects 408: save22
	Objects 409: save23
	Objects 410: save24
	Objects 411: datapage_1
	Objects 412: datapage_2
	Objects 413: datapage_3
	Objects 414: datapage_4
	Objects 415: datapage_5
	Objects 416: datapage_6
	Objects 417: nanocamo_home
	Objects 418: nanocamo_walls
	Objects 419: nanocustom
	Objects 420: camonavi1
	Objects 421: camonavi2
	Objects 422: camonavi3
	Objects 423: camonavi4
	Objects 424: wallselect_button
	Objects 425: tableselect_button
	Objects 426: camoabout_button
	Objects 427: camomascot_button
	Objects 428: camoabout_page
	Objects 429: camomascot_page
	Objects 430: camoshop1
	Objects 431: camoshop2
	Objects 432: camoshop3
	Objects 433: camoshop4
	Objects 434: music_home
	Objects 435: musicslot1
	Objects 436: musicslot2
	Objects 437: musicslot3
	Objects 438: musicslot4
	Objects 439: musicslot5
	Objects 440: music_left
	Objects 441: music_right
	Objects 442: room_music
	Objects 443: next_music
	Objects 444: loop_music
	Objects 445: last_music
	Objects 446: pause_music
	Objects 447: shuffle_music
	Objects 448: console_obj
	Objects 449: confirm_box
	Objects 450: confirm_yes
	Objects 451: confirm_no
	Objects 452: text_confirm
	Objects 453: jill_control
	Objects 454: room_text
	Objects 455: tablet_control
	Objects 456: room_toshop
	Objects 457: room_settings
	Objects 458: jillroom_exit
	Objects 459: show_room
	Objects 460: towork_button
	Objects 461: newday_text
	Objects 462: popup_room
	Objects 463: jill_hitbox
	Objects 464: break_changer
	Objects 465: break_eyes_obj
	Objects 466: break_menu_obj
	Objects 467: breakbutton_master
	Objects 468: saveslot1
	Objects 469: saveslot2
	Objects 470: saveslot3
	Objects 471: loadslot1
	Objects 472: loadslot2
	Objects 473: loadslot3
	Objects 474: from_break_to_bar
	Objects 475: break_savereturn
	Objects 476: break_savehome
	Objects 477: breakend_text
	Objects 478: sunday1_show
	Objects 479: holddrink_dana
	Objects 480: holddrink_jill
	Objects 481: drinkbutton
	Objects 482: jill_portrait
	Objects 483: rad_portrait
	Objects 484: dana_portrait
	Objects 485: gil_portrait
	Objects 486: doro_portrait
	Objects 487: alma_portrait
	Objects 488: sunday2_control
	Objects 489: moving_frame
	Objects 490: jill_pulse
	Objects 491: sei_pulse
	Objects 492: rad_pulse
	Objects 493: dana_pulse
	Objects 494: gil_pulse
	Objects 495: doro_pulse
	Objects 496: alma_pulse
	Objects 497: codec_control
	Objects 498: dana_portrait_codec
	Objects 499: doro_portrait_codec
	Objects 500: alma_portrait_codec
	Objects 501: gil_portrait_codec
	Objects 502: sei_portrait
	Objects 503: spritecodec_dana
	Objects 504: spritecodec_jill
	Objects 505: codecbg_logo
	Objects 506: codecbg_controller
	Objects 507: top_wordbanner
	Objects 508: bottom_wordbanner
	Objects 509: codec_cigar
	Objects 510: codec_pic
	Objects 511: codec_letter
Room_Prepare() 
Sound_Prepare() 
InitGraphics() 
Finished PrepareGame() 
Run_Start
StartGame()
StartGame() - DONE
Total memory used = 268286779(0x00499649) bytes
**********************************.
Entering main loop.
**********************************.
info:  Presenter: Actual swap chain properties:
info:    Format:       VK_FORMAT_B8G8R8A8_UNORM
info:    Present mode: VK_PRESENT_MODE_FIFO_KHR
info:    Buffer size:  1280x720
info:    Image count:  3
info:    Exclusive FS: 0
013c:err:msvcrt:_wassert (L"!status && \"vkQueuePresentKHR\"",L"../wine/dlls/winevulkan/loader_thunks.c",6236)
Assertion failed: !status && "vkQueuePresentKHR", file ../wine/dlls/winevulkan/loader_thunks.c, line 6236

Vampire: The Masquerade - Bloodlines (without dxvk)

Running the game with

mangohud wine .wine/drive_c/GOG\ Games/VtMB/Vampire.exe

Freezes on the same line as VA-11 HALL-A:

xe: ../../subprojects/imgui-1.89.9/imgui.cpp:9195: void ImGui::ErrorCheckNewFrameSanityChecks(): Assertion `(g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"' failed.

And has to be killed.

Full commandline output
[2025-02-16 15:11:51.382] [MANGOHUD] [info] [blacklist.cpp:75] process 'explorer.exe' is blacklisted in MangoHud
sed: olvasási hiba ezen: /etc/upstream-release: Ez egy könyvtár
sed: olvasási hiba ezen: /etc/upstream-release: Ez egy könyvtár
0024:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
sed: olvasási hiba ezen: /etc/upstream-release: Ez egy könyvtár
0124:fixme:d3d:state_linepattern_w Setting line patterns is not supported in OpenGL core contexts.
0124:fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #3:
0124:fixme:d3d_shader:print_glsl_info_log     Vertex info
0124:fixme:d3d_shader:print_glsl_info_log     -----------
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[0].zw" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[1]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[2]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[3]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[4]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[5]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[6]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[7]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[9]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[11].yzw" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #7:
0124:fixme:d3d_shader:print_glsl_info_log     Vertex info
0124:fixme:d3d_shader:print_glsl_info_log     -----------
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[0].zw" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[1]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[2]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[3]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[4]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[5]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[6]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[7]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[9]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[11].yzw" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #12:
0124:fixme:d3d_shader:print_glsl_info_log     Vertex info
0124:fixme:d3d_shader:print_glsl_info_log     -----------
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[0].zw" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[1]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[2]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[3]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[4]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[5]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[6]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[7]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[9]" might be used before being initialized
0124:fixme:d3d_shader:print_glsl_info_log     0(26) : warning C7050: "vs_out[11].yzw" might be used before being initialized
xe: ../../subprojects/imgui-1.89.9/imgui.cpp:9195: void ImGui::ErrorCheckNewFrameSanityChecks(): Assertion `(g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"' failed.
wine: Assertion failed at address F7FD9549 (thread 0124), starting debugger...

Vampire: The Masquerade - Bloodlines (with dxvk)

Running the game with

MANGOHUD=1 wine .wine/drive_c/GOG\ Games/VtMB/Vampire.exe

Plays the intro videos and immediately crashes on the same assertion as VA-11 HALL-A:

0134:err:msvcrt:_wassert (L"!status && \"vkQueuePresentKHR\"",L"../wine/dlls/winevulkan/loader_thunks.c",6236)
Full commandline output
[2025-02-16 15:08:43.187] [MANGOHUD] [info] [blacklist.cpp:75] process 'explorer.exe' is blacklisted in MangoHud
info:  Game: Vampire.exe
info:  DXVK: v1.9.4
info:  Found built-in config:
info:  Effective configuration:
info:    d3d9.deferSurfaceCreation = True
info:    d3d9.memoryTrackTest = True
info:    d3d9.maxAvailableMemory = 1024
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
sed: olvasási hiba ezen: /etc/upstream-release: Ez egy könyvtár
warn:  Skipping CPU adapter: llvmpipe (LLVM 15.0.7, 256 bits)
info:  D3D9: VK_FORMAT_D16_UNORM_S8_UINT -> VK_FORMAT_D24_UNORM_S8_UINT
info:  NVIDIA GeForce GTX 1660 SUPER:
info:    Driver: 550.120.0
info:    Vulkan: 1.3.277
info:    Memory Heap[0]: 
info:      Size: 6144 MiB
info:      Flags: 0x1
info:      Memory Type[1]: Property Flags = 0x1
info:      Memory Type[2]: Property Flags = 0x1
info:    Memory Heap[1]: 
info:      Size: 5925 MiB
info:      Flags: 0x0
info:      Memory Type[0]: Property Flags = 0x0
info:      Memory Type[3]: Property Flags = 0x6
info:      Memory Type[4]: Property Flags = 0xe
info:    Memory Heap[2]: 
info:      Size: 246 MiB
info:      Flags: 0x1
info:      Memory Type[5]: Property Flags = 0x7
info:  Process set as DPI aware
sed: olvasási hiba ezen: /etc/upstream-release: Ez egy könyvtár
sed: olvasási hiba ezen: /etc/upstream-release: Ez egy könyvtár
info:  Device properties:
info:    Device name:     : NVIDIA GeForce GTX 1660 SUPER
info:    Driver version   : 550.120.0
info:  Enabled device extensions:
info:    VK_EXT_4444_formats
info:    VK_EXT_conservative_rasterization
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_memory_priority
info:    VK_EXT_robustness2
info:    VK_EXT_shader_demote_to_helper_invocation
info:    VK_EXT_shader_viewport_index_layer
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_draw_indirect_count
info:    VK_KHR_driver_properties
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:  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                            : 1
info:    multiViewport                          : 1
info:    samplerAnisotropy                      : 1
info:    textureCompressionBC                   : 1
info:    occlusionQueryPrecise                  : 1
info:    pipelineStatisticsQuery                : 1
info:    vertexPipelineStoresAndAtomics         : 1
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                         : 1
info:  VK_EXT_robustness2
info:    robustBufferAccess2                    : 1
info:    robustImageAccess2                     : 0
info:    nullDescriptor                         : 1
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:  Queue families:
info:    Graphics : 0
info:    Transfer : 1
info:  DXVK: Read 1066 valid state cache entries
info:  DXVK: Using 2 compiler threads
info:  D3D9DeviceEx::ResetSwapChain:
info:    Requested Presentation Parameters
info:      - Width:              1920
info:      - Height:             1080
info:      - Format:             D3D9Format::X8R8G8B8
info:      - Auto Depth Stencil: true
info:                  ^ Format: D3D9Format::D24X8
info:      - Windowed:           false
info:  Setting display mode: 1920x1080@0
warn:  D3D9DeviceEx::SetRenderState: Unhandled render state D3DRS_MULTISAMPLEANTIALIAS
0024:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
0134:err:msvcrt:_wassert (L"!status && \"vkQueuePresentKHR\"",L"../wine/dlls/winevulkan/loader_thunks.c",6236)

Expected behavior
MangoHud doesn't crash these games.

@XZVB12
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XZVB12 commented Feb 16, 2025

Have you tried using the current version of dxvk 2.5.3 and 570 Nvidia drivers? Maybe this will solve the problem.
I was unable to reproduce the problem in GOG version of VA-11 Hall-A. True, I used arch linux, not Linux Mint.
I am not a developer and checked this out of personal curiosity.

Image

@Zerodya
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Zerodya commented Feb 17, 2025

I have this issue too. I can no longer launch any game from Steam or Bottles using the latest version of MangoHud.
Every game I tried either gives an Assertion failed: !status && "vkQueuePresentKHR", file ../wine/dlls/winevulkan/loader_thunks.c error and crashes, or just outright crashes with no error.
In my case I can't even run vkcube or supertuxkart with MangoHud without getting a Segmentation fault (core dumped) error.

Only solution for me was to downgrade as suggested in issue #1576 which I suspect could be related.

  • Distro: NixOS
  • GPU: RX 6700 XT
  • Kernel: 6.13.2-cachyos / 6.13.1-zen
  • Mesa: git / stable
  • Wine: proton-experimental / kron4ek-wine-10.0-staging-tkg-amd64
  • DXVK: 2.5.1
  • VKD3D: 2.13-10

@Zerodya
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Zerodya commented Feb 18, 2025

Update: I found that the crashes were caused by the throttling_status option for me. Disabling it allows me to start and play games as usual.

I'm not sure if this is related to OP's issue, since my card is amd and not nvidia, but this was introduced in the latest version for me. I couldn't really find a commit responsible for that though.

@flightlessmango
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@Zerodya Some fixes were made in the throttling_status code block, can you try with latest commit?

@Zerodya
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Zerodya commented Feb 21, 2025

@flightlessmango I'm using NixOS and I'm a bit inexperienced in installing a program with a custom commits since I guess I would need to repackage it using nix and I don't really know how to do that yet. Is there an easier way to install the latest commit of the flatpak version that I could try instead?

@zsoltiv
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zsoltiv commented Feb 21, 2025

@XZVB12 dxvk 2.5.3 has made no difference, I'll test the latest MangoHud master tomorrow.

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