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Guard cached compute precompilation against driver faults - #758
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precompile_run called vkCreateComputePipelines itself, so the guard never covered the phase that builds the cached compute pipelines: on Linux the same invalid shader took the start down there after the warm-up had survived it. This is the call NotRexed#758 changes for Windows; on Linux it is what makes that change reach the driver.
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…guard # Conflicts: # tests/run_all.py
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Merged into main in fa43939 (v2.0.6), thanks! |
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## [2.2.0](v2.1.1...v2.2.0) (2026-11-09) ### Features * the upscalers and frame generation are the native settings, not new rows ([a0ce7de](a0ce7de)) * **vk:** reland the mesh shader fallback for GPUs without mesh shaders ([NotRexed#640](https://github.com/notquiteog/Hookshot/issues/640)) ([07773ab](07773ab)) ### Bug Fixes * **builder:** Linux builder from the Actions tab builds without updating to the release first ([2c6df08](2c6df08)), closes [NotRexed#902](https://github.com/notquiteog/Hookshot/issues/902) * **build:** preserve compiler failures without stderr ([a65391b](a65391b)) * keep register markers clear of native operands ([add0937](add0937)) * lower direct 1D surface atomic add ([15652af](15652af)) * preserve the changelog when release generation fails ([b03a181](b03a181)) * **video:** a new decoder image pool holds black, not zeros (one green frame at each scene change that opens a movie) ([67451f4](67451f4)) * **vk:** keep background shader threads out of the replay's uniform update list ([400caf1](400caf1)) * **vk:** keep every large ASTC texture as BC3 on 8 GB cards too ([6553378](6553378)) * **vk:** leave out task and mesh stages only for fallback programs ([aec016f](aec016f)) * **vk:** let dead transient targets go after 3 frames, not 16 ([9349f7f](9349f7f)) * **vk:** let go of render targets drawn over from another start ([5bfa6aa](5bfa6aa)) * **vk:** report a driver fault in a pipeline compile on Linux ([2079b41](2079b41)) * **vk:** say in the log when the guard drops a pipeline ([0560ecb](0560ecb)) * **vk:** send the precompile compute worker through the guard ([ff95e92](ff95e92)), closes [NotRexed#758](https://github.com/notquiteog/Hookshot/issues/758) * **vk:** shorten the rendered-texture keep near the VRAM limit on AMD too ([2d98dcc](2d98dcc)) ### Performance Improvements * coalesce contiguous captured mirror copies ([615d027](615d027)) * **nvn:** QueueSubmitCommands gives up its virtual core for the inline replay, as Present and AcquireTexture do ([ca50be6](ca50be6)) * **vk:** memory_collect_written takes the captured ranges once a submit, not a lock and a pool-list refresh per dirty page ([6769b74](6769b74))
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What this fixes
On Windows, a driver access violation (
0xC0000005) during cached compute precompilation terminates startup. This call bypasses the exception guard already used during shader preparation and runtime compilation.Why merge
Change
gpu/vk/vk_draw.cpp: useguarded_compute(pcache, &ci, &made).tests/test_precompile_compute_guard.py: test the actual wrapper and worker branch with injected Windows faults.tests/run_all.py: run the check on Windows and record a Linux skip.Tested
python -I -B tests/run_all.py --strict precompile_compute_guard; checks success, access violations, ordinary errors and abandoned-pipeline cleanup.All seven CI checks pass after syncing with current main, including the Windows regression and both platform builds.
Not covered
No game data is included.