int vertex_stage = get_shader_stage_id(VK_SHADER_STAGE_VERTEX_BIT);
int fragment_stage = get_shader_stage_id(VK_SHADER_STAGE_FRAGMENT_BIT);
- shader_module **shaders = new shader_module*[fragment_stage + 1]; /* exclude CS */
- memset(shaders, 0, sizeof(shader_module *) * (fragment_stage +1));
+ shader_module *shaders[5];
+ memset(shaders, 0, sizeof(shaders));
RENDER_PASS_NODE const *rp = 0;
VkPipelineVertexInputStateCreateInfo const *vi = 0;
VkBool32 pass = VK_TRUE;
pass = validate_fs_outputs_against_render_pass(my_data, dev, shaders[fragment_stage], rp, pCreateInfo->subpass) && pass;
}
- delete [] shaders;
-
return pass;
}