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Fix pipeline lifetime issue, misc.
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@@ -71,7 +71,7 @@ Promise<VkShaderModule> *CompileShaderModuleAsync(VulkanContext *vulkan, VkShade
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VkShaderModule shaderModule = VK_NULL_HANDLE;
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if (success) {
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success = vulkan->CreateShaderModule(spirv, &shaderModule);
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success = vulkan->CreateShaderModule(spirv, &shaderModule, stage == VK_SHADER_STAGE_VERTEX_BIT ? "game_vertex" : "game_fragment");
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#ifdef SHADERLOG
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OutputDebugStringA("OK");
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#endif
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@@ -81,7 +81,7 @@ Promise<VkShaderModule> *CompileShaderModuleAsync(VulkanContext *vulkan, VkShade
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};
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#ifdef _DEBUG
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// Don't parallelize in debug mode, pathological behavior due to mutex locks in allocator.
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// Don't parallelize in debug mode, pathological behavior due to mutex locks in allocator which is HEAVILY used by glslang.
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return Promise<VkShaderModule>::AlreadyDone(compile());
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#else
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return Promise<VkShaderModule>::Spawn(&g_threadManager, compile, TaskType::CPU_COMPUTE);
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