Destroy shader modules after graphics pipeline has been created (Refs #277)
This commit is contained in:
parent
72af67420d
commit
5f797ec2cb
1 changed files with 6 additions and 2 deletions
|
|
@ -997,6 +997,10 @@ public:
|
|||
|
||||
// Create rendering pipeline using the specified states
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
|
||||
|
||||
// Shader modules are no longer needed once the graphics pipeline has been created
|
||||
vkDestroyShaderModule(device, shaderStages[0].module, nullptr);
|
||||
vkDestroyShaderModule(device, shaderStages[1].module, nullptr);
|
||||
}
|
||||
|
||||
void prepareUniformBuffers()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue