Compute shader translation failure (program not translated: a network left out on this card) #2569
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MagicBeanDev/Hookshot#2569
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Hookshot version
v2.1.0
What kind of problem
Crash, freeze or black screen
What happened
When running Hookshot with the Vulkan backend on AMD hardware, multiple compute shaders fail to translate with the message program not translated: a network left out on this card, resulting in rejected compute dispatches, skipped frames, and eventually the driver crashes and the game closes.
Where in the game
Dodongo cavern
How often
Every time
Graphics card and driver version
RX 6600 8GB, 26.10.1
CPU, RAM and operating system
Ryzen 5 4600g, 16 GB (2x8), Windows 11 26h2
Changes from the defaults
I've tried several settings, my current ones are:
quality_preset=1
fullscreen=1
gpu_device=0
frame_generation=0
frame_pacing=1
hdr=0
hdr_paper_white=200
hdr_peak_brightness=1000
frame_rate_cap=5
nvidia_reflex=0
amd_anti-lag_2=0
output_res=1920x1080
dlss=0
dlss_model=0
resolution=4
upscaling=2
sharpness=30
anisotropic_filtering=3
handheld_profile=1
ultrawide=0
ultrawide_menus=1
robust_buffers=1
mesh_shaders=1
volume=100
mute_in_background=0
audio_output=0
fps_counter=0
menu_size=2
game_speed=1
text_speed=0
text_size=0
microphone=4
discord_status=1
controller_in_background=0
mouse_camera=0
disable_camera_centering=0
mouse_sensitivity=100
invert_mouse_vertical=0
invert_camera_x=0
invert_camera_y=0
stick_dead_zone=0
rumble_strength=100
motion_controls=1
motion_sensitivity_x=100
motion_sensitivity_y=100
invert_motion_x=0
invert_motion_y=0
motion_deadzone=1
layout_preset=0
button_prompts=0
menu_shortcut=0
debug_tools=0
descriptor_reuse=1
sampler_cache=0
microphone_device=Microfone (Fifine Microphone)
options_version=4
pad_a=1
key_a=69,0
pad_b=0
key_b=16,0
pad_x=3
key_x=32,0
pad_y=2
key_y=1,0
pad_ls=7
key_ls=17,0
pad_rs=8
key_rs=67,0
pad_l=9
key_l=81,0
pad_r=10
key_r=82,0
pad_zl=15
key_zl=90,2
pad_zr=16
key_zr=88,70
pad_plus=6
key_plus=9,13
pad_minus=4
key_minus=77,0
pad_left=13
key_left=49,0
pad_up=11
key_up=50,0
pad_right=14
key_right=51,0
pad_down=12
key_down=52,0
key_move_up=87,0
key_move_down=83,0
key_move_left=65,0
key_move_right=68,0
key_cam_up=38,73
key_cam_down=40,75
key_cam_left=37,74
key_cam_right=39,76
Other software hooked into the game
No, nothing hooked in
hookshot_log.txt
hookshot_log.1.txt
Screenshots or video
The video stops out of nowhere because the graphics card driver stops working when trying to load the game.
https://drive.google.com/file/d/1LC061FJydEkI2x7k1NT3lyIe2qQnghui/view?usp=sharing
Before you send it
The
program <hash> not translated: a network left out on this cardlines are expected on AMD and are most likely not what crashes the driver here.They come from
gpu/vk/vk_shader.cpp(around line 1250). On a card that cannot run the game's upscaling networks as cooperative-matrix programs (no NVIDIA, or software matrix multiplies), the movie upscaler's networks are left out on purpose: the last pass becomes a linear upscale of the movie (upscale_stub). The gameplay TAAU network and9dc98871eb7fc101are kept (RX_VK_NETWORK_KEEP). This was done because AMD's compiler took minutes on those programs and gave a black screen with sound (issues 26, 38, 43).For comparison, on an RX 5600 XT (RDNA1, Adrenalin 26.10.1, driver
0x800161, Windows 11, v2.1.0633eb435) the log has the same lines (11 programs,matrix multiplies in software) and the game runs without a crash or device lost.So the cause of the Dodongo's Cavern crash is likely somewhere else in the log. Could you attach the full
hookshot_log.txtof a crashing run, and ideally one withRX_VK_CHECKPOINTS=1inhookshot_env.txt, so the last draw before the device lost is named?Thanks for the report. Reports of the same kind are collected in #1006, which lists this one with your details and links back here, so one fix closes them together. Follow #1006 for the fix and add new details there (or here). If this turns out to be separate it will be reopened.
Here it is
hookshot_env.txt
hookshot_log.txt