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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.
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@@ -1149,8 +1149,6 @@ void VulkanCreationInfo::ShaderObject::Init(VulkanResourceManager *resourceMan,
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// specialization info
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if(pCreateInfo->pSpecializationInfo)
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{
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key = ShaderModuleReflectionKey(shad.stage, shad.entryPoint, id);
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const byte *data = (const byte *)pCreateInfo->pSpecializationInfo->pData;
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const VkSpecializationMapEntry *maps = pCreateInfo->pSpecializationInfo->pMapEntries;
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