Skip to content

Commit

Permalink
shaderObject: Fix setting handles to null in x86
Browse files Browse the repository at this point in the history
  • Loading branch information
ziga-lunarg committed Aug 26, 2023
1 parent db4f9cc commit ca69fe1
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions layers/shader_object.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3259,7 +3259,7 @@ static VKAPI_ATTR VkResult VKAPI_CALL CreateShadersEXT(VkDevice device, uint32_t
auto const& allocator = pAllocator ? *pAllocator : kDefaultAllocator;
auto const& device_data = *device_data_map.Get(device);
auto const& vtable = device_data.vtable;
memset(pShaders, 0, sizeof(VkShaderEXT*) * createInfoCount);
memset(pShaders, 0, sizeof(VkShaderEXT) * createInfoCount);

// First, create individual shaders
bool are_graphics_shaders_linked = false;
Expand All @@ -3268,7 +3268,7 @@ static VKAPI_ATTR VkResult VKAPI_CALL CreateShadersEXT(VkDevice device, uint32_t
auto shader = reinterpret_cast<Shader**>(&pShaders[i]);
result = Shader::Create(device_data, pCreateInfos[i], allocator, shader);
if (result != VK_SUCCESS) {
*shader = nullptr;
memset(shader, 0u, sizeof(VkShaderEXT));
successfulCreateCount = i;
break;
}
Expand Down

0 comments on commit ca69fe1

Please sign in to comment.