Ensure we have properly generated IDs for inline shaders

This commit is contained in:
baldurk
2026-02-18 13:42:04 +00:00
parent d1ec8ad622
commit 2db8fef33e
@@ -700,6 +700,7 @@ VkShaderModule WrappedVulkan::CreateFakeInlineShaderModule(ResourceId id, VkDevi
const VkShaderModuleCreateInfo *pCreateInfo)
{
RDCASSERT(IsLoading(m_State));
RDCASSERT(id != ResourceId());
NVAftermath_Shader(ShaderEncoding::SPIRV, pCreateInfo->pCode, pCreateInfo->codeSize);
@@ -759,6 +760,8 @@ bool WrappedVulkan::Serialise_vkCreateGraphicsPipelines(
else
{
InlineShaderIDs.resize(CreateInfo.stageCount);
for(ResourceId &id : InlineShaderIDs)
id = ResourceIDGen::GetNewUniqueID();
}
SERIALISE_CHECK_READ_ERRORS();
@@ -1127,6 +1130,10 @@ bool WrappedVulkan::Serialise_vkCreateComputePipelines(SerialiserType &ser, VkDe
{
SERIALISE_ELEMENT(InlineShaderID).Hidden();
}
else
{
InlineShaderID = ResourceIDGen::GetNewUniqueID();
}
SERIALISE_CHECK_READ_ERRORS();