https://bugs.winehq.org/show_bug.cgi?id=49186
--- Comment #4 from Alex alex.fishman@gmail.com --- I must admit that I'm totally out of my depth here. I don't have any knowledge (just yet) of neither spir-v nor GLSL and those are only small bits and pieces of my project. I'm working on a virtual GPU device capable of running Windows VMs with DirectX 11/12 support on top of Linux. Basically it involves translating DirectX APIs and shaders coming from Windows GPU driver into Vulkan commands. This is where vkd3d comes in very handy. Now, regarding the shaders: unfortunately Windows doesn't provide the driver with a complete shader dxbc binary as vkd3d compiler expects, instead I receive a binary code section and input/output signatures. From those I construct a complete dxbc shader that goes into vkd3d compiler and then into the vulkan pipeline. While Vertex and Pixel shaders work more or less, tessellation ones do not, causing instead a crash somewhere inside intel vulkan drivers. This is where I started my investigation, I collected dxbc shaders and compiled it with vkd3d, then disassembled and converted to GLSL for analysis with spirv-tools, hence my bug report. I'm very grateful for you detailed explanation of what's going on. Currently I lack the knowledge to process it properly but I'm going to dive in into this stuff in a few weeks time after dealing with more urgent stuff. Again, thank you for your time and efforts. Please don't close this issue just yet, I'll be in touch once I have more information.