[dxvk] Drop shader module workaround for compute pipelines.

This was a bug in early Nvidia development drivers, but has been fixed since.
This commit is contained in:
Philip Rebohle 2023-01-18 15:54:32 +01:00
parent 906b931e61
commit c6668ffbaa
1 changed files with 1 additions and 2 deletions

View File

@ -832,14 +832,13 @@ namespace dxvk {
// For graphics pipelines, as long as graphics pipeline libraries are
// enabled, we do not need to create a shader module object and can
// instead chain the create info to the shader stage info struct.
// For compute pipelines, this doesn't work and we still need a module.
auto& moduleInfo = m_moduleInfos[m_stageCount].moduleInfo;
moduleInfo = { VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO };
moduleInfo.codeSize = codeBuffer.size();
moduleInfo.pCode = codeBuffer.data();
VkShaderModule shaderModule = VK_NULL_HANDLE;
if (!m_device->features().extGraphicsPipelineLibrary.graphicsPipelineLibrary || stage == VK_SHADER_STAGE_COMPUTE_BIT) {
if (!m_device->features().extGraphicsPipelineLibrary.graphicsPipelineLibrary) {
auto vk = m_device->vkd();
if (vk->vkCreateShaderModule(vk->device(), &moduleInfo, nullptr, &shaderModule))