Destroy shader modules after graphics pipeline has been created (Refs #277)

This commit is contained in:
saschawillems 2017-02-04 14:12:57 +01:00
parent 72af67420d
commit 5f797ec2cb

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@ -932,7 +932,7 @@ public:
vertexInputBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
// Inpute attribute bindings describe shader attribute locations and memory layouts
std::array<VkVertexInputAttributeDescription,2> vertexInputAttributs;
std::array<VkVertexInputAttributeDescription, 2> vertexInputAttributs;
// These match the following shader layout (see triangle.vert):
// layout (location = 0) in vec3 inPos;
// layout (location = 1) in vec3 inColor;
@ -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()