Compiler crash for large compute shader

Hello, I am generating some fairly large compute shaders for a simulation project.

The compiler has been amazing at handling it so far (and produces very fast code!) but recently I’ve hit a crash I can’t seem to get around. The compiler hangs for a second or two and then I get this crash:

Exception thrown at 0x00000000689B62B2 (nvoglv64.dll) in shade_mfm.exe: 0xC0000005: Access violation reading location 0x000000006218EEC0.

Here is the final concatenated file that I’m sending to the compiler:

For what it’s worth, I ran it through glslangValidator and it seems to be fine.

Any help on figuring out how to fix or work around this would be very appreciated!