Open philipag opened 1 year ago
That’s great news!
Yeah, staying on D3D11 is probably a good idea. Not only due to Linux, but the newer GPU API is substantially harder to use.
To address the compatibility issue about the missing compression algorithm, I’ve published another version 1.9. That version no longer uses the compression implemented by the cabinet.dll
OS component. Instead, the DLL now includes LZ4 decompressor, version 1.9.4. Please test when you have time.
P.S. By the way, LZ4 is rather simple algorithm. The DLL size has only increased by 4kb as a result of this change, basically nothing. Removing the compression entirely would increase the size by more than 100kb, which exceeds 20%.
Great thanks. I will test this more thoroughly on Linux and Mac in the following weeks...
@Const-me for me the lz4 stuff made loading the model fail (windows). To make it work again, I needed to revert to the commit before "[Switched shader compression algorithm from MSZIP to LZ4-HC)"
Does it mean that we have to use different ggml model files from now on?
@emcodem You probably just have to re-run "CompressShaders" for things to work again.
@philipag that did the trick, damn i thought about it but didnt actually do it :-(
Have you tried this with Proton? Also in regards to D12, it seems they are looking to fully support D12 (https://github.com/HansKristian-Work/vkd3d-proton)
Doesn't work for me in #177
Doesn't work for me in #177
Without WINE details (version, config, logs, ...) only telepatic ones can help
@nms42 I've updated my issue
@faveoled If you install WINE 8.3 do things work as expected? There have been a few Vulcan-related changes in recent betas that could have an impact on Whisper.
@philipag Tried 8.3 with Bottles, same error (last wine was installed natively)
@faveoled In my case I am running a custom application which uses Whisper. I had to install additional dependencies in WINE like the proper .Net runtime. Perhaps your problem lies along those lines. I don't know how familiar you are with WINE but it can be a bit of work to find out exactly where a problem lies.
For anyone interested: I have tested this library running an app under WINE 8.3 (www.winehq.org) on Linux and it works thanks to NOT requiring DirectX12 (WINE only goes up to 11 at this time). Unless there are performance improvements it might be good to keep targeting the DirectX 11 API for the time being.
The only issue was the use of CreateDecompressor in shaders.cpp because the WINE's cabinet.dll does not support those functions. I had to disable this compression/decompression pair to make things work. Not sure this size matters so much so perhaps it's better to just leave out compression?