Destroy VkShaderModules before destroying VkDevice

This commit is contained in:
Darren VanBuren 2019-10-09 00:45:06 -07:00
parent 786d92ce3f
commit 0bf1dd95e9

View file

@ -81,6 +81,8 @@ private:
std::vector<VkCommandBuffer> commandBuffers;
VkSemaphore imageAvailableSemaphore;
VkSemaphore renderFinishedSemaphore;
VkShaderModule vertShaderModule;
VkShaderModule fragShaderModule;
// Initialize our GLFW window.
@ -597,9 +599,6 @@ private:
std::cerr << "Loading fragment shader." << std::endl;
auto fragShaderCode = readFile("shaders/frag.spv");
VkShaderModule vertShaderModule;
VkShaderModule fragShaderModule;
createShaderModule(vertShaderCode, &vertShaderModule);
createShaderModule(fragShaderCode, &fragShaderModule);
@ -732,6 +731,8 @@ private:
}
void destroyGraphicsPipeline() {
vkDestroyShaderModule(device, fragShaderModule, nullptr);
vkDestroyShaderModule(device, vertShaderModule, nullptr);
vkDestroyPipeline(device, graphicsPipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
}