RX 580 2048SP: crash in amdvlk64.dll+0x1cb8bf9 while compiling shaders (latest build) #1455

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opened 2026-11-10 03:32:31 +00:00 by tanner01112 · 2 comments
tanner01112 commented 2026-11-10 03:32:31 +00:00 (Migrated from github.com)

Hookshot version

v2.0.11

What kind of problem

Crash, freeze or black screen

What happened

Latest build (v2.0.11). AMD Radeon RX 580 2048SP 8 GB, i5-7400, 12 GB RAM, Windows. Vulkan 1.3, driver 0x800117 (amdvlk64.dll).

Crashes inside AMD's shader compiler every time:
CRASH: exception 0xc0000005 (read 0x21) at amdvlk64.dll+0x1cb8bf9

  • Some runs crash at start-up while shaders are compiling, right after the pipeline cache is loaded.
  • After deleting the caches, one run got into the game, ran about 1900 presents at 27-36 fps, then crashed at the same address. The last lines before it were a mesh draw for program 1aae (mesh a5da9f84b72d1471). Mesh shaders run as compute on this card.
  • Same crash with the lowest settings (Minimum preset, resolution 50%, frame generation, frame pacing and upscaling off).

Related: #1361 reports the same crash during the start-up shader compile on an RX 580, but was closed without a log.

Expected: the game skips or survives the failing shader instead of closing.

Where in the game

Launching, while shaders compile, and in game on the title/menu area

How often

Every time

Graphics card and driver version

RX 580 2048SP 8 GB, AMD driver (amdvlk64.dll), Vulkan 1.3

CPU, RAM and operating system

Intel Core i5-7400, 12 GB RAM, Windows 10/11

Changes from the defaults

Quality preset Minimum (4GB), Resolution 50%, frame generation / frame pacing / upscaling / sharpness off

Other software hooked into the game

No, nothing hooked in

hookshot_log.txt

hookshot_log.txt

hookshot_log.1.txt

Screenshots or video

No response

Before you send it

  • I'm on the newest release, or the problem is still there on it.
  • I searched the open issues for this problem.
  • I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
### Hookshot version v2.0.11 ### What kind of problem Crash, freeze or black screen ### What happened Latest build (v2.0.11). AMD Radeon RX 580 2048SP 8 GB, i5-7400, 12 GB RAM, Windows. Vulkan 1.3, driver 0x800117 (amdvlk64.dll). Crashes inside AMD's shader compiler every time: CRASH: exception 0xc0000005 (read 0x21) at amdvlk64.dll+0x1cb8bf9 - Some runs crash at start-up while shaders are compiling, right after the pipeline cache is loaded. - After deleting the caches, one run got into the game, ran about 1900 presents at 27-36 fps, then crashed at the same address. The last lines before it were a mesh draw for program 1aae (mesh a5da9f84b72d1471). Mesh shaders run as compute on this card. - Same crash with the lowest settings (Minimum preset, resolution 50%, frame generation, frame pacing and upscaling off). Related: #1361 reports the same crash during the start-up shader compile on an RX 580, but was closed without a log. Expected: the game skips or survives the failing shader instead of closing. ### Where in the game Launching, while shaders compile, and in game on the title/menu area ### How often Every time ### Graphics card and driver version RX 580 2048SP 8 GB, AMD driver (amdvlk64.dll), Vulkan 1.3 ### CPU, RAM and operating system Intel Core i5-7400, 12 GB RAM, Windows 10/11 ### Changes from the defaults Quality preset Minimum (4GB), Resolution 50%, frame generation / frame pacing / upscaling / sharpness off ### Other software hooked into the game No, nothing hooked in ### hookshot_log.txt [hookshot_log.txt](https://github.com/user-attachments/files/34610186/hookshot_log.txt) [hookshot_log.1.txt](https://github.com/user-attachments/files/34610197/hookshot_log.1.txt) ### Screenshots or video _No response_ ### Before you send it - [x] I'm on the newest release, or the problem is still there on it. - [x] I searched the open issues for this problem. - [x] I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
tanner01112 commented 2026-11-10 03:42:15 +00:00 (Migrated from github.com)

Update: the crash is deterministic. Every run ends with the same line right before it:
vk: in play: mesh a5da9f84b72d1471 (6942222ec7d54fe9 c2a9f81ce89730ad)
and then the crash at amdvlk64.dll+0x1cb8bf9, after about 1560-1900 presents (3 runs).
I tried hookshot.exe --prepare-shaders (74 programs compiled fine, no crash), then launched again with the filled caches: same crash on the same mesh program. So the compute-fallback translation of this one mesh program kills AMD's compiler on RX 580 (no mesh shader support).

Could there be an option to skip this mesh program on cards without mesh shaders, or to fall back for it? Logs attached.

hookshot_log.txt
hookshot_log.1.txt
hookshot_log.2.txt

Update: the crash is deterministic. Every run ends with the same line right before it: vk: in play: mesh a5da9f84b72d1471 (6942222ec7d54fe9 c2a9f81ce89730ad) and then the crash at amdvlk64.dll+0x1cb8bf9, after about 1560-1900 presents (3 runs). I tried hookshot.exe --prepare-shaders (74 programs compiled fine, no crash), then launched again with the filled caches: same crash on the same mesh program. So the compute-fallback translation of this one mesh program kills AMD's compiler on RX 580 (no mesh shader support). Could there be an option to skip this mesh program on cards without mesh shaders, or to fall back for it? Logs attached. [hookshot_log.txt](https://github.com/user-attachments/files/34610777/hookshot_log.txt) [hookshot_log.1.txt](https://github.com/user-attachments/files/34610775/hookshot_log.1.txt) [hookshot_log.2.txt](https://github.com/user-attachments/files/34610776/hookshot_log.2.txt)
NotRexed commented 2026-11-10 03:49:51 +00:00 (Migrated from github.com)

Thanks for the precise report. The Polaris driver crash at amdvlk64.dll+0x1cb8bf9 while the no-mesh-shader fallback programs are compiled is tracked in #1001; the fallback SPIR-V fixes are in the v2.0.12 branch. Closing this as a duplicate; please follow #1001 and retest on v2.0.12.

Thanks for the precise report. The Polaris driver crash at `amdvlk64.dll+0x1cb8bf9` while the no-mesh-shader fallback programs are compiled is tracked in #1001; the fallback SPIR-V fixes are in the v2.0.12 branch. Closing this as a duplicate; please follow #1001 and retest on v2.0.12.
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MagicBeanDev/Hookshot#1455
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