From cb092af3f0e3009ce9e0d7ce016e145917cbc7e1 Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Fri, 28 Apr 2023 17:52:11 -0400 Subject: [PATCH] vk_pipeline_cache: Skip compute pipelines on Intel proprietary drivers Intel's SPIR-V shader compiler is broken. For now, skip compiling any compute pipelines until they fix this issue. This is not a perfect workaround, as there are a small subset of non-compute pipelines that still cause it to crash, but this should cover the majority of crashes. It is unfortunate that even with a test case reported 6 months ago the issue has not been fixed in favor of fixing "the most popular games and apps". Intel, you can do better than this. --- src/video_core/renderer_vulkan/vk_pipeline_cache.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp index 985cc32034..a318d643ec 100644 --- a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp +++ b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp @@ -696,6 +696,13 @@ std::unique_ptr PipelineCache::CreateComputePipeline( std::unique_ptr PipelineCache::CreateComputePipeline( ShaderPools& pools, const ComputePipelineCacheKey& key, Shader::Environment& env, PipelineStatistics* statistics, bool build_in_parallel) try { + // TODO: Remove this when Intel fixes their shader compiler. + // https://github.com/IGCIT/Intel-GPU-Community-Issue-Tracker-IGCIT/issues/159 + if (device.GetDriverID() == VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS) { + LOG_ERROR(Render_Vulkan, "Skipping 0x{:016x}", key.Hash()); + return nullptr; + } + LOG_INFO(Render_Vulkan, "0x{:016x}", key.Hash()); Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()};