To destroy a shader object, call:
// Provided by VK_EXT_shader_object void vkDestroyShaderEXT( VkDevice device, VkShaderEXT shader, const VkAllocationCallbacks* pAllocator);
deviceis the logical device that destroys the shader object.
shaderis the handle of the shader object to destroy.
pAllocatorcontrols host memory allocation as described in the Memory Allocation chapter.
Destroying a shader object used by one or more command buffers in the recording or executable state causes those command buffers to move into the invalid state.
For more information, see the Vulkan Specification
This page is extracted from the Vulkan Specification. Fixes and changes should be made to the Specification, not directly.