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authorMark Lobodzinski <mark@lunarg.com>2015-12-16 14:25:22 -0700
committerMark Lobodzinski <mark@lunarg.com>2015-12-17 08:24:16 -0700
commit338db9da918a917478cd3a55d23fde38d8ebbcd8 (patch)
treebac8e8f362dac6adfa88ccc492225558ba14a40a /layers/draw_state.cpp
parentae672b16966e2af8033f14fc28d1bb8ad11cf15d (diff)
downloadusermoji-338db9da918a917478cd3a55d23fde38d8ebbcd8.tar.xz
layers: Work around Windows release build crash in cube
DrawState validate_pipeline_shaders is doing something uncool.
Diffstat (limited to 'layers/draw_state.cpp')
-rw-r--r--layers/draw_state.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/layers/draw_state.cpp b/layers/draw_state.cpp
index b3173ff6..9b999b7e 100644
--- a/layers/draw_state.cpp
+++ b/layers/draw_state.cpp
@@ -1305,10 +1305,15 @@ static VkBool32 validate_draw_state(layer_data* my_data, GLOBAL_CB_NODE* pCB, Vk
static VkBool32 verifyPipelineCreateState(layer_data* my_data, const VkDevice device, PIPELINE_NODE* pPipeline)
{
VkBool32 skipCall = VK_FALSE;
- //if (!validate_pipeline_shaders(my_data, device, &(pPipeline->graphicsPipelineCI))) {
+
+#if 0
+ // TODO: This call is causing a crash on Windows Release builds running the cube demo with DrawState enabled
+ // Root cause and fix.
if (!validate_pipeline_shaders(my_data, device, pPipeline)) {
skipCall = VK_TRUE;
}
+#endif
+
// VS is required
if (!(pPipeline->active_shaders & VK_SHADER_STAGE_VERTEX_BIT)) {
skipCall |= log_msg(my_data->report_data, VK_DEBUG_REPORT_ERROR_BIT, (VkDebugReportObjectTypeLUNARG) 0, 0, 0, DRAWSTATE_INVALID_PIPELINE_CREATE_STATE, "DS",