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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.
This commit is contained in:
Morph 2023-04-28 17:52:11 -04:00
parent 9bf19b04f6
commit cb092af3f0
1 changed files with 7 additions and 0 deletions

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@ -696,6 +696,13 @@ std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline( std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
ShaderPools& pools, const ComputePipelineCacheKey& key, Shader::Environment& env, ShaderPools& pools, const ComputePipelineCacheKey& key, Shader::Environment& env,
PipelineStatistics* statistics, bool build_in_parallel) try { 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()); LOG_INFO(Render_Vulkan, "0x{:016x}", key.Hash());
Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()}; Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()};