Shader objects should not be considered specialised

* These can't be re-used with different pipelines, there is only one version
  (specialised or not) when the object is created. When looking up reflection
  for a shader we use the pipeline only to find the right one so this would
  cause the lookup to fail.
This commit is contained in:
baldurk
2026-06-08 11:03:51 +01:00
parent b7a2290435
commit a4e158eafa
-2
View File
@@ -1149,8 +1149,6 @@ void VulkanCreationInfo::ShaderObject::Init(VulkanResourceManager *resourceMan,
// specialization info
if(pCreateInfo->pSpecializationInfo)
{
key = ShaderModuleReflectionKey(shad.stage, shad.entryPoint, id);
const byte *data = (const byte *)pCreateInfo->pSpecializationInfo->pData;
const VkSpecializationMapEntry *maps = pCreateInfo->pSpecializationInfo->pMapEntries;