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.
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@ -696,6 +696,13 @@ std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
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std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
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std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
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ShaderPools& pools, const ComputePipelineCacheKey& key, Shader::Environment& env,
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ShaderPools& pools, const ComputePipelineCacheKey& key, Shader::Environment& env,
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PipelineStatistics* statistics, bool build_in_parallel) try {
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PipelineStatistics* statistics, bool build_in_parallel) try {
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// TODO: Remove this when Intel fixes their shader compiler.
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// https://github.com/IGCIT/Intel-GPU-Community-Issue-Tracker-IGCIT/issues/159
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if (device.GetDriverID() == VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS) {
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LOG_ERROR(Render_Vulkan, "Skipping 0x{:016x}", key.Hash());
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return nullptr;
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}
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LOG_INFO(Render_Vulkan, "0x{:016x}", key.Hash());
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LOG_INFO(Render_Vulkan, "0x{:016x}", key.Hash());
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Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()};
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Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()};
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