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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-11-01 03:02:52 -0500
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-11-01 08:39:41 -0500
commit8551ee6462b6139a425d8a42e6310e67d88e1bd6 (patch)
tree5ed2caf274c31c8e745b76c21975ab3d34f3d6d2 /src/video_core/vulkan_common/vulkan_device.cpp
parentadae7635708e155d967e84d7ad84bf63c5203409 (diff)
vulkan: drop shader modules once their pipeline is built
Nothing reads a pipeline's shader modules after the pipeline exists, and the driver keeps a copy of each module's SPIR-V for as long as it lives: title 1 keeps ~1,500 graphics pipelines with 2-5 modules each. The graphics pipeline picks its configure function before queuing the build, which now frees what it looks at. (cherry picked from commit aaa414ec1dd96e466282b0c4501574cbe7c2494e)
Diffstat (limited to 'src/video_core/vulkan_common/vulkan_device.cpp')
0 files changed, 0 insertions, 0 deletions