From c6668ffbaae41719b20cb9160dcbc2198ba7b88b Mon Sep 17 00:00:00 2001 From: Philip Rebohle Date: Wed, 18 Jan 2023 15:54:32 +0100 Subject: [PATCH] [dxvk] Drop shader module workaround for compute pipelines. This was a bug in early Nvidia development drivers, but has been fixed since. --- src/dxvk/dxvk_shader.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/dxvk/dxvk_shader.cpp b/src/dxvk/dxvk_shader.cpp index 9df41bb3..88073766 100644 --- a/src/dxvk/dxvk_shader.cpp +++ b/src/dxvk/dxvk_shader.cpp @@ -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))