From a4e158eafa94b2ac0b52271d13278c51901293b9 Mon Sep 17 00:00:00 2001 From: baldurk Date: Mon, 8 Jun 2026 11:03:51 +0100 Subject: [PATCH] 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. --- renderdoc/driver/vulkan/vk_info.cpp | 2 -- 1 file changed, 2 deletions(-) diff --git a/renderdoc/driver/vulkan/vk_info.cpp b/renderdoc/driver/vulkan/vk_info.cpp index 351c40fe0..8e5b43050 100644 --- a/renderdoc/driver/vulkan/vk_info.cpp +++ b/renderdoc/driver/vulkan/vk_info.cpp @@ -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;