Fix pipeline lifetime issue, misc.

This commit is contained in:
Henrik Rydgård committed 2022-09-08 00:38:32 +02:00
1 parent caff2ea573
commit 14b5a1a7cd
7 files changed
+18 -13

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