// 2. Create state is then validated (which uses flags setup during shadowing)
// 3. If everything looks good, we'll then create the pipeline and add NODE to pipelineMap
VkBool32 skipCall = VK_FALSE;
- PIPELINE_NODE* pPipeNode[count] = {};
+ // TODO : Improve this data struct w/ unique_ptrs so cleanup below is automatic
+ vector<PIPELINE_NODE*> pPipeNode(count);
uint32_t i=0;
loader_platform_thread_lock_mutex(&globalLock);
for (i=0; i<count; i++) {