Supply dispatcher manually for shader creation

This commit is contained in:
Billy Laws 2022-09-14 22:06:07 +01:00
parent 3404a3abdb
commit ec4ea5c5d7

View File

@ -8,6 +8,7 @@
#include <shader_compiler/common/log.h> #include <shader_compiler/common/log.h>
#include <shader_compiler/frontend/maxwell/translate_program.h> #include <shader_compiler/frontend/maxwell/translate_program.h>
#include <shader_compiler/backend/spirv/emit_spirv.h> #include <shader_compiler/backend/spirv/emit_spirv.h>
#include <vulkan/vulkan_raii.hpp>
#include "shader_manager.h" #include "shader_manager.h"
namespace Shader::Log { namespace Shader::Log {
@ -214,7 +215,7 @@ namespace skyline::gpu {
.codeSize = spirv.size() * sizeof(u32), .codeSize = spirv.size() * sizeof(u32),
}; };
return (*gpu.vkDevice).createShaderModule(createInfo); return (*gpu.vkDevice).createShaderModule(createInfo, nullptr, *gpu.vkDevice.getDispatcher());
} }
void ShaderManager::ResetPools() { void ShaderManager::ResetPools() {