perf(vk): the Arc B-series compiles shaders side by side by default: a new area no longer freezes the picture for minutes #500

Open
nyannoying wants to merge 2 commits from nyannoying/Longshot:perf/battlemage-compiles-side-by-side into main
First-time contributor

Why

On an Intel Arc B580 the picture freezes for four to seven minutes the first time an area is entered, while its shaders are compiled one at a time. Compiled side by side, the same card does not freeze at all.

What changed

  • vk: the Debug tab's Intel shader compiles row gets a third value, Auto, its default. gpu/vk/intel_compiles.h (new) says where Auto is side by side: the Arc B-series (Battlemage, PCI device 0xE2xx) from Intel's Windows driver 101.9154, the family and driver it was run on. On every other Intel GPU Auto is one at a time, as before. intel_compiles_side_by_side() in gpu/vk/vk_menu.cpp asks it with the row, the GPU and its driver; IntelDriverGate (gpu/vk/vk_internal.h) is unchanged but for a log line that says when the compiler is entered side by side.
  • menu: Side by side keeps its value 1 and One at a time becomes 2, so a saved Side by side stays one. A saved 0, what every options file has today, now reads as Auto. RX_VK_NO_INTEL_SERIAL=1 is side by side for a run and =0 one at a time.
  • tests: tests/test_intel_compiles_auto.py (new) compiles the rule alone against 39 cases (B580 and B570 from 101.9154, an older driver, Arc A-series, Meteor Lake, Arrow Lake, Lunar Lake, Iris Xe, UHD, and the row's three values) and checks the row in the source; it fails on main. tests/test_intel_compiler_gate.py reads the gate's new question.
  • docs: the README's five passages on the row and the RX_VK_NO_INTEL_SERIAL row in docs/development.md.

Flags and settings

Flag What it does Default now Recommendation Helps on Doesn't help on Untested on
Debug > Intel shader compiles (intel_shader_compiles=0/1/2) 0 Auto: side by side on the Arc B-series from driver 101.9154, one at a time elsewhere; 1 Side by side; 2 One at a time 0 Auto (was 0 One at a time) Auto by default Arc B580 (no freeze at an area's first visit) every other Intel GPU: unchanged Arc B570; a B580 on other drivers; the up-front preparation on a B-series card
RX_VK_NO_INTEL_SERIAL=0/1 1 side by side, 0 one at a time, for a run, over the row unset for testing — — —

Measurements

main: 9c9d69ed (2026-11-14)
this PR: perf/battlemage-compiles-side-by-side @ dc47a621
Hardware: Intel Arc B580 12 GB (PCI device 0xE20B), driver 32.0.101.9154; Core i5-13600K (20 threads, 6 background workers); 64 GB; Windows 11 Pro (26100-series Insider, 10.0.29704)
Scene: areas entered by the debug teleport for the first time on this PC, in a game folder never prepared (RX_VK_PRECOMPILE=0), frame generation off
Method: an area can be new only once (the driver keeps what it compiled), so no area was run twice: each launch teleports to areas not visited before and stands there. New programs are the log's vk: in play: lines; "under 5 fps" is the sum of the log's vi: ... frames presented (... fps over the last ... s) windows below 5 fps; "steady after" is the time from the teleport until the control bridge's status reads 25 fps or more four times in a row. The last two launches are one build, the default against RX_VK_NO_INTEL_SERIAL=0.
How to reproduce: on a B-series card, with a game folder not prepared, enter an area for the first time with the row on One at a time and another with it on Side by side; the log's vi: lines show the freeze.

Baseline: this PR @ dc47a621, RX_VK_NO_INTEL_SERIAL=0 (One at a time, main's default). main itself was not the comparison because on the B580 it loses the device entering Kokiri Forest (#444). The build that ran is this PR's change applied to main cf605c85 with four changes not merged yet (#444, #446, #443, #459), since a main-based build has another shader stamp than this card's caches. The change touches vk_menu.cpp, vk_menu.h, vk_internal.h and the new header only, and applies to both bases unchanged.

this PR @ dc47a621, RX_VK_NO_INTEL_SERIAL=0 (One at a time, main's default) this PR @ dc47a621 (Auto: side by side on this card)
Areas Fire Temple, Water Temple Death Mountain Crater, Inside Jabu-Jabu's Belly, Ice Cavern
New programs 372 373
Picture under 5 fps 181 s 0 s
Steady (25 fps or more) after the teleport 73 s, 154 s 21 s, 27 s, 39 s
Device loss, fault lines 0, 0 0, 0

Before the change, with the switch on the same base (RX_VK_NO_INTEL_SERIAL=1 is what Auto now chooses on this card):

Setting Areas New programs Under 5 fps Steady after
One at a time (main's default) Hyrule Field 398 248 s about 250 s
One at a time (main's default) Market 322 409 s about 410 s
One at a time, RX_VK_TRANSLATE_WAIT_MS=8 Graveyard 134 73 s 134 s
Side by side Kakariko Village 155 0 s 52 s
Side by side, RX_VK_TRANSLATE_WAIT_MS=8 Goron City 106 0 s 30 s
Side by side, one launch Zora's River, Zora's Domain, Death Mountain Trail, Lost Woods, Gerudo Valley, Inside the Deku Tree, Dodongo's Cavern, Desert Colossus 850 0 s 20 to 80 s each
U1 (default): [hos Presentation Thread] vk: Intel's compiler is entered side by side (Intel shader compiles row: Side by side, its Auto on the Arc B-series, or RX_VK_NO_INTEL_SERIAL=1)
U1 (default): 1197 pipelines (385937 ms), 373 programs (11 failed); translation 3177 ms in all; under 5 fps 0 s
U2 (=0):      [hos Presentation Thread] vk: Intel's compiler is entered by one thread (Intel shader compiles row, RX_VK_NO_INTEL_SERIAL: side by side)
U2 (=0):      1574 pipelines (357803 ms), 372 programs (11 failed); translation 98605 ms in all; under 5 fps 181 s
A0 (one at a time, Hyrule Field then the Market) vi windows: [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] ... [email protected] [email protected] [email protected] [email protected] [email protected] [email protected]
A0: 1358 pipelines (327777 ms), 398 programs after Hyrule Field; 1990 pipelines (1047022 ms), 720 programs after the Market; translation 158713 ms, then 541531 ms in all
F2 (side by side, Kakariko) vi windows: [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected]; 1441 pipelines (176624 ms), 155 programs; translation 1636 ms in all

Over all the areas, the median time until steady is 154 s one at a time (five areas in three launches: 250, 410, 134, 73, 154) and 27 s side by side (thirteen areas in four launches); the launches of the two settings were alternated over the afternoon, not paired area by area, for the reason under Method.

The usual figures of a perf change (average fps, 1% low, frame time) do not describe this one: what it moves is how long a first visit stops the picture, so that and the time until the frame rate is back are what is measured. The frame rate once an area's shaders exist is the same either way. Both timers in the log start before the gate, so with one thread in the compiler most of "translation" is queueing at the lock.

Testing

Tested: Arc B580, 101.9154, Windows 11: the seven launches above (seven files in docs/tested/; the Kokiri, Hyrule Field and Market fixes of #443, #444 and #446 in the build). Side by side in four launches through thirteen areas: 1,484 programs first compiled, no VK_ERROR_DEVICE_LOST, no "driver faulted" line, no exit; Kakariko Village, Zora's Domain and Dodongo's Cavern looked at and drawn right. With the default the log says side by side; with RX_VK_NO_INTEL_SERIAL=0 it says one thread. python -I -B tests/run_all.py: 496 passed, 5 failed, 70 skipped; the 5 are test_fpx_sticky, test_walk_key, test_spawn_emit, test_tested_configurations and test_oot_state_tap, which fail the same way on main 9c9d69ed here.

Not tested: the row changed in the menu itself (the runs used the default and the environment switch); the up-front preparation on this card, side by side or not; a long play session side by side; RX_VK_COMPUTE_SERIAL=0 (left at its default: compute pipelines stay one at a time); this PR's own head in the game (see Baseline); a Linux build (no Linux compiler on this PC, and the gate is Windows only; the template's two-platform box is left out, not ticked).

Needs other testers:

  • An Arc B570, or a B580 on another driver (101.9175 or newer), Windows: enter two or three areas for the first time with the default, expecting the log line "entered side by side", no long freeze and no crash; if it crashes in igvk64.dll, say so and which driver (T-DFNY)
  • Any other Intel GPU on Windows (Arc A-series, an iGPU): start the game with the default, expecting the log line "entered by one thread" and nothing else changed (T-WW92)

Risk and rollback

Only Arc B-series cards on driver 101.9154 or newer change by default. One at a time has a net that side by side has not: a shader Intel's compiler faults on is left out there, and side by side such a fault closes the game. None came in 1,484 first compiles on this card, but that is one card and one driver. A player sets the row to One at a time (or RX_VK_NO_INTEL_SERIAL=0) to have it back; a B-series owner who had chosen One at a time on purpose must choose it again, since the old value 0 now reads as Auto. Reverting the commit is enough; a saved 2 then reads as Side by side under the old row's clamp, so a revert should say so.

Reviewer notes

  • #407 has the same contrast on an Arc iGPU in the preparation (544 against 1,746 in 240 s) and the B580 numbers above as a comment. This PR does not change that GPU: it was not run here.
  • Why Auto and not a new default of Side by side for one family: the row's saved value could not tell "never chosen" from "chosen", and every options file holds 0.
  • RX_VK_TRANSLATE_WAIT_MS=8 alone took a third off a first visit's freeze and left draws out in only six reports; it is not part of this.

Issues

See #407

Checklist

For everyone

  • One topic.
  • The title is a Conventional Commit (type(scope): description).
  • Rebased on current main.
  • python -I -B tests/run_all.py run and passing (any failure that also fails on main is named above).
  • Tested in the game, or what wasn't is named under Testing.
  • Testing filled in: what was tested, what wasn't, and what needs other testers (with test requests).
  • Measured: main and this PR at named commits, on the same PC, scene and settings, at least 2 interleaved runs each, the median reported.
  • No game files, dumps, build output or generated files.
  • third_party/ untouched (a new folder with a PROVENANCE.md instead).
  • The license is OK: GPL-3.0-or-later, nothing incompatible and nothing decompiled.

If applicable

  • AI assistance recorded with Assisted-by: / Co-Authored-By: trailers.
  • Flags noted, and the switch reference updated (docs/development.md, the README).
  • A file in docs/tested/ for each new measured run (format in docs/tested-configurations.md; no appended row or assembled view).
  • A game-free test added for the fix, failing on main and passing here.
  • A check under tests/ that reads changed source updated in this PR, not weakened.
  • Docs updated.

🤖 Generated with Claude Code

## Why On an Intel Arc B580 the picture freezes for four to seven minutes the first time an area is entered, while its shaders are compiled one at a time. Compiled side by side, the same card does not freeze at all. ## What changed - vk: the Debug tab's **Intel shader compiles** row gets a third value, **Auto**, its default. `gpu/vk/intel_compiles.h` (new) says where Auto is side by side: the Arc B-series (Battlemage, PCI device 0xE2xx) from Intel's Windows driver 101.9154, the family and driver it was run on. On every other Intel GPU Auto is one at a time, as before. `intel_compiles_side_by_side()` in `gpu/vk/vk_menu.cpp` asks it with the row, the GPU and its driver; `IntelDriverGate` (`gpu/vk/vk_internal.h`) is unchanged but for a log line that says when the compiler is entered side by side. - menu: Side by side keeps its value 1 and One at a time becomes 2, so a saved Side by side stays one. A saved 0, what every options file has today, now reads as Auto. `RX_VK_NO_INTEL_SERIAL=1` is side by side for a run and `=0` one at a time. - tests: `tests/test_intel_compiles_auto.py` (new) compiles the rule alone against 39 cases (B580 and B570 from 101.9154, an older driver, Arc A-series, Meteor Lake, Arrow Lake, Lunar Lake, Iris Xe, UHD, and the row's three values) and checks the row in the source; it fails on `main`. `tests/test_intel_compiler_gate.py` reads the gate's new question. - docs: the README's five passages on the row and the `RX_VK_NO_INTEL_SERIAL` row in `docs/development.md`. ## Flags and settings | Flag | What it does | Default now | Recommendation | Helps on | Doesn't help on | Untested on | |---|---|---|---|---|---|---| | Debug > Intel shader compiles (`intel_shader_compiles=0/1/2`) | 0 Auto: side by side on the Arc B-series from driver 101.9154, one at a time elsewhere; 1 Side by side; 2 One at a time | 0 Auto (was 0 One at a time) | Auto by default | Arc B580 (no freeze at an area's first visit) | every other Intel GPU: unchanged | Arc B570; a B580 on other drivers; the up-front preparation on a B-series card | | `RX_VK_NO_INTEL_SERIAL=0/1` | 1 side by side, 0 one at a time, for a run, over the row | unset | for testing | — | — | — | ## Measurements main: 9c9d69ed (2026-11-14) this PR: perf/battlemage-compiles-side-by-side @ dc47a621 Hardware: Intel Arc B580 12 GB (PCI device 0xE20B), driver 32.0.101.9154; Core i5-13600K (20 threads, 6 background workers); 64 GB; Windows 11 Pro (26100-series Insider, 10.0.29704) Scene: areas entered by the debug teleport for the first time on this PC, in a game folder never prepared (`RX_VK_PRECOMPILE=0`), frame generation off Method: an area can be new only once (the driver keeps what it compiled), so no area was run twice: each launch teleports to areas not visited before and stands there. New programs are the log's `vk: in play:` lines; "under 5 fps" is the sum of the log's `vi: ... frames presented (... fps over the last ... s)` windows below 5 fps; "steady after" is the time from the teleport until the control bridge's status reads 25 fps or more four times in a row. The last two launches are one build, the default against `RX_VK_NO_INTEL_SERIAL=0`. How to reproduce: on a B-series card, with a game folder not prepared, enter an area for the first time with the row on One at a time and another with it on Side by side; the log's `vi:` lines show the freeze. Baseline: this PR @ dc47a621, `RX_VK_NO_INTEL_SERIAL=0` (One at a time, main's default). main itself was not the comparison because on the B580 it loses the device entering Kokiri Forest (https://git.magicbean.dev/MagicBeanDev/Longshot/pulls/444). The build that ran is this PR's change applied to main cf605c85 with four changes not merged yet (#444, https://git.magicbean.dev/MagicBeanDev/Longshot/pulls/446, https://git.magicbean.dev/MagicBeanDev/Longshot/pulls/443, https://git.magicbean.dev/MagicBeanDev/Longshot/pulls/459), since a main-based build has another shader stamp than this card's caches. The change touches `vk_menu.cpp`, `vk_menu.h`, `vk_internal.h` and the new header only, and applies to both bases unchanged. | | this PR @ dc47a621, `RX_VK_NO_INTEL_SERIAL=0` (One at a time, main's default) | this PR @ dc47a621 (Auto: side by side on this card) | |---|---|---| | Areas | Fire Temple, Water Temple | Death Mountain Crater, Inside Jabu-Jabu's Belly, Ice Cavern | | New programs | 372 | 373 | | Picture under 5 fps | 181 s | 0 s | | Steady (25 fps or more) after the teleport | 73 s, 154 s | 21 s, 27 s, 39 s | | Device loss, fault lines | 0, 0 | 0, 0 | Before the change, with the switch on the same base (`RX_VK_NO_INTEL_SERIAL=1` is what Auto now chooses on this card): | Setting | Areas | New programs | Under 5 fps | Steady after | |---|---|---|---|---| | One at a time (main's default) | Hyrule Field | 398 | 248 s | about 250 s | | One at a time (main's default) | Market | 322 | 409 s | about 410 s | | One at a time, `RX_VK_TRANSLATE_WAIT_MS=8` | Graveyard | 134 | 73 s | 134 s | | Side by side | Kakariko Village | 155 | 0 s | 52 s | | Side by side, `RX_VK_TRANSLATE_WAIT_MS=8` | Goron City | 106 | 0 s | 30 s | | Side by side, one launch | Zora's River, Zora's Domain, Death Mountain Trail, Lost Woods, Gerudo Valley, Inside the Deku Tree, Dodongo's Cavern, Desert Colossus | 850 | 0 s | 20 to 80 s each | ``` U1 (default): [hos Presentation Thread] vk: Intel's compiler is entered side by side (Intel shader compiles row: Side by side, its Auto on the Arc B-series, or RX_VK_NO_INTEL_SERIAL=1) U1 (default): 1197 pipelines (385937 ms), 373 programs (11 failed); translation 3177 ms in all; under 5 fps 0 s U2 (=0): [hos Presentation Thread] vk: Intel's compiler is entered by one thread (Intel shader compiles row, RX_VK_NO_INTEL_SERIAL: side by side) U2 (=0): 1574 pipelines (357803 ms), 372 programs (11 failed); translation 98605 ms in all; under 5 fps 181 s A0 (one at a time, Hyrule Field then the Market) vi windows: [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] ... [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] A0: 1358 pipelines (327777 ms), 398 programs after Hyrule Field; 1990 pipelines (1047022 ms), 720 programs after the Market; translation 158713 ms, then 541531 ms in all F2 (side by side, Kakariko) vi windows: [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected]; 1441 pipelines (176624 ms), 155 programs; translation 1636 ms in all ``` Over all the areas, the median time until steady is 154 s one at a time (five areas in three launches: 250, 410, 134, 73, 154) and 27 s side by side (thirteen areas in four launches); the launches of the two settings were alternated over the afternoon, not paired area by area, for the reason under Method. The usual figures of a `perf` change (average fps, 1% low, frame time) do not describe this one: what it moves is how long a first visit stops the picture, so that and the time until the frame rate is back are what is measured. The frame rate once an area's shaders exist is the same either way. Both timers in the log start before the gate, so with one thread in the compiler most of "translation" is queueing at the lock. ## Testing **Tested:** Arc B580, 101.9154, Windows 11: the seven launches above (seven files in `docs/tested/`; the Kokiri, Hyrule Field and Market fixes of #443, #444 and #446 in the build). Side by side in four launches through thirteen areas: 1,484 programs first compiled, no `VK_ERROR_DEVICE_LOST`, no "driver faulted" line, no exit; Kakariko Village, Zora's Domain and Dodongo's Cavern looked at and drawn right. With the default the log says side by side; with `RX_VK_NO_INTEL_SERIAL=0` it says one thread. `python -I -B tests/run_all.py`: 496 passed, 5 failed, 70 skipped; the 5 are `test_fpx_sticky`, `test_walk_key`, `test_spawn_emit`, `test_tested_configurations` and `test_oot_state_tap`, which fail the same way on main 9c9d69ed here. **Not tested:** the row changed in the menu itself (the runs used the default and the environment switch); the up-front preparation on this card, side by side or not; a long play session side by side; `RX_VK_COMPUTE_SERIAL=0` (left at its default: compute pipelines stay one at a time); this PR's own head in the game (see Baseline); a Linux build (no Linux compiler on this PC, and the gate is Windows only; the template's two-platform box is left out, not ticked). **Needs other testers:** - An Arc B570, or a B580 on another driver (101.9175 or newer), Windows: enter two or three areas for the first time with the default, expecting the log line "entered side by side", no long freeze and no crash; if it crashes in `igvk64.dll`, say so and which driver (T-DFNY) - Any other Intel GPU on Windows (Arc A-series, an iGPU): start the game with the default, expecting the log line "entered by one thread" and nothing else changed (T-WW92) ## Risk and rollback Only Arc B-series cards on driver 101.9154 or newer change by default. One at a time has a net that side by side has not: a shader Intel's compiler faults on is left out there, and side by side such a fault closes the game. None came in 1,484 first compiles on this card, but that is one card and one driver. A player sets the row to **One at a time** (or `RX_VK_NO_INTEL_SERIAL=0`) to have it back; a B-series owner who had chosen One at a time on purpose must choose it again, since the old value 0 now reads as Auto. Reverting the commit is enough; a saved 2 then reads as Side by side under the old row's clamp, so a revert should say so. ## Reviewer notes - https://git.magicbean.dev/MagicBeanDev/Longshot/issues/407 has the same contrast on an Arc iGPU in the preparation (544 against 1,746 in 240 s) and the B580 numbers above as a comment. This PR does not change that GPU: it was not run here. - Why Auto and not a new default of Side by side for one family: the row's saved value could not tell "never chosen" from "chosen", and every options file holds 0. - `RX_VK_TRANSLATE_WAIT_MS=8` alone took a third off a first visit's freeze and left draws out in only six reports; it is not part of this. ## Issues See https://git.magicbean.dev/MagicBeanDev/Longshot/issues/407 ## Checklist ### For everyone - [x] One topic. - [x] The title is a Conventional Commit (`type(scope): description`). - [x] Rebased on current `main`. - [x] `python -I -B tests/run_all.py` run and passing (any failure that also fails on `main` is named above). - [x] Tested in the game, or what wasn't is named under Testing. - [x] Testing filled in: what was tested, what wasn't, and what needs other testers (with test requests). - [x] Measured: main and this PR at named commits, on the same PC, scene and settings, at least 2 interleaved runs each, the median reported. - [x] No game files, dumps, build output or generated files. - [x] `third_party/` untouched (a new folder with a `PROVENANCE.md` instead). - [x] The license is OK: GPL-3.0-or-later, nothing incompatible and nothing decompiled. ### If applicable - [x] AI assistance recorded with `Assisted-by:` / `Co-Authored-By:` trailers. - [x] Flags noted, and the switch reference updated (docs/development.md, the README). - [x] A file in `docs/tested/` for each new measured run (format in `docs/tested-configurations.md`; no appended row or assembled view). - [x] A game-free test added for the fix, failing on `main` and passing here. - [x] A check under `tests/` that reads changed source updated in this PR, not weakened. - [x] Docs updated. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
On Windows, Intel's compiler is entered by one thread (IntelDriverGate), because igvk64 faulted with two in it on an Arc
A750 and a UHD. On an Arc B580 (driver 32.0.101.9154, a Core i5-13600K, six background workers) that froze the picture at
every area's first visit: 248 s in Hyrule Field (398 programs), 409 s in the Market (322). Side by side, three launches
through ten other areas first compiled 1,111 programs with no frame under 5 fps and no fault, device loss or exit.

The Intel shader compiles row gets a third value, Auto, its default: side by side on the Arc B-series from driver
101.9154 (gpu/vk/intel_compiles.h, the family and driver it was run on), one at a time on every other Intel GPU, as
before. Side by side keeps the value 1 and One at a time is 2, so a saved Side by side stays; a saved 0, what every
options file has, is Auto. RX_VK_NO_INTEL_SERIAL=1 is side by side and =0 one at a time for a run. With this build, the
default against =0: 373 programs with no freeze against 372 with 181 s of it.

tests/test_intel_compiles_auto.py compiles the rule against 39 cases and checks the row; test_intel_compiler_gate.py
reads the gate's new question.

Co-Authored-By: Claude Fable 5.2 <[email protected]>
docs(tested): first visits one at a time and side by side on an Arc B580, seven files
Some checks are pending
CI / Conventional Commit title (pull_request) Blocked by required conditions
CI / Python source checks (ubuntu-24.04, part 1/2) (pull_request) Blocked by required conditions
CI / Python source checks (ubuntu-24.04, part 2/2) (pull_request) Blocked by required conditions
CI / SPIR-V fixtures (global narrow load/store, direct surface atomics, F2I immediate) (pull_request) Blocked by required conditions
CI / Workflow lint (actionlint) (pull_request) Blocked by required conditions
Third-party parts / As their notes say (pull_request) Blocked by required conditions
Third-party parts / The same as upstream (pull_request) Blocked by required conditions
Website / Website on Cloudflare (pull_request) Blocked by required conditions
PR description / Description follows the template (pull_request_target) Successful in 4s
Website / Website on Cloudflare (pull_request_target) Has been skipped
9a3fee81f7
Co-Authored-By: Claude Fable 5.2 <[email protected]>
Author
First-time contributor

The two test requests are open (T-DFNY: an Arc B570, or a B580 on a newer driver; T-WW92: any other Intel GPU on Windows, expecting no change) and named in the description; they wait for a maintainer's testing wanted label.

The two test requests are open (T-DFNY: an Arc B570, or a B580 on a newer driver; T-WW92: any other Intel GPU on Windows, expecting no change) and named in the description; they wait for a maintainer's testing wanted label.
nyannoying changed title from WIP: perf(vk): the Arc B-series compiles shaders side by side by default: a new area no longer freezes the picture for minutes to perf(vk): the Arc B-series compiles shaders side by side by default: a new area no longer freezes the picture for minutes 2026-11-14 16:53:16 +00:00
Some checks are pending
CI / Conventional Commit title (pull_request) Blocked by required conditions
CI / Python source checks (ubuntu-24.04, part 1/2) (pull_request) Blocked by required conditions
CI / Python source checks (ubuntu-24.04, part 2/2) (pull_request) Blocked by required conditions
CI / SPIR-V fixtures (global narrow load/store, direct surface atomics, F2I immediate) (pull_request) Blocked by required conditions
CI / Workflow lint (actionlint) (pull_request) Blocked by required conditions
Third-party parts / As their notes say (pull_request) Blocked by required conditions
Third-party parts / The same as upstream (pull_request) Blocked by required conditions
Website / Website on Cloudflare (pull_request) Blocked by required conditions
PR description / Description follows the template (pull_request_target) Successful in 4s
Website / Website on Cloudflare (pull_request_target) Has been skipped
This pull request doesn't have enough approvals yet. 0 of 1 approvals granted.
Some workflows are waiting to be reviewed.
This branch is out-of-date with the base branch
You are not authorized to merge this pull request.
View command line instructions

Checkout

From your project repository, check out a new branch and test the changes.
git fetch -u 'perf/battlemage-compiles-side-by-side:nyannoying-perf/battlemage-compiles-side-by-side'
git switch 'nyannoying-perf/battlemage-compiles-side-by-side'
Sign in to join this conversation.
No reviewers
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set

Reference
MagicBeanDev/Longshot!500
No description provided.