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Disable compute shaders on mali
This will need to be debugged properly at some point but its fine for now.
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@ -28,6 +28,9 @@ namespace skyline::gpu::interconnect::kepler_compute {
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}
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void KeplerCompute::Dispatch(const QMD &qmd) {
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if (ctx.gpu.traits.quirks.brokenComputeShaders)
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return;
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StateUpdateBuilder builder{*ctx.executor.allocator};
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constantBuffers.Update(ctx, qmd);
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@ -239,6 +239,7 @@ namespace skyline::gpu {
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case vk::DriverId::eArmProprietary: {
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maxGlobalPriority = vk::QueueGlobalPriorityEXT::eHigh;
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brokenComputeShaders = true;
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break;
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}
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@ -64,6 +64,7 @@ namespace skyline::gpu {
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bool relaxedRenderPassCompatibility{}; //!< [Adreno Proprietary/Freedreno] A relaxed version of Vulkan specification's render pass compatibility clause which allows for caching pipeline objects for multi-subpass renderpasses, this is intentionally disabled by default as it requires testing prior to enabling
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bool brokenPushDescriptors{}; //!< [Adreno Proprietary] A bug that causes push descriptor updates to ignored by the driver in certain situations
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bool brokenSpirvPositionInput{}; //!< [Adreno Proprietary] A bug that causes the shader compiler to fail on shaders with vertex position inputs not contained within a struct
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bool brokenComputeShaders{}; //!< [ARM Proprietary] A bug that causes compute shaders in some games to crash the GPU
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u32 maxSubpassCount{std::numeric_limits<u32>::max()}; //!< The maximum amount of subpasses within a renderpass, this is limited to 64 on older Adreno proprietary drivers
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vk::QueueGlobalPriorityEXT maxGlobalPriority{vk::QueueGlobalPriorityEXT::eMedium}; //!< The highest allowed global priority of the queue, drivers will not allow higher priorities to be set on queues
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