Improve vulkan pipeline creation, better spec const parsing and error handling.#1176
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manon-traverse merged 3 commits intoMay 21, 2026
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MarijnS95
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| auto ShaderModuleCleanUp = llvm::scope_exit( | ||
| [&] { vkDestroyShaderModule(Device, CSModule, nullptr); }); |
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Retaining your own comment about destroying these even when the PSO is successfully created would be nice.
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| auto ShaderModuleCleanUp = llvm::scope_exit( | |
| [&] { vkDestroyShaderModule(Device, CSModule, nullptr); }); | |
| // No longer need shader modules after pipeline compilation. | |
| auto ShaderModuleCleanUp = llvm::scope_exit( | |
| [&] { vkDestroyShaderModule(Device, CSModule, nullptr); }); |
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Merging this before CI finished, because only a comment was added since last CI completion. |
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These are some fixes that I made while implementing mesh shader pipeline creation, which also apply to the other pipeline creation functions. Putting this in a separate PR to keep the work in smaller incremental changes.