int geometry_stage = get_shader_stage_id(VK_SHADER_STAGE_GEOMETRY_BIT);
int fragment_stage = get_shader_stage_id(VK_SHADER_STAGE_FRAGMENT_BIT);
- shader_module const *shaders[fragment_stage + 1]; /* exclude CS */
- memset(shaders, 0, sizeof(shaders));
+ shader_module **shaders = new shader_module*[fragment_stage + 1]; /* exclude CS */
+ memset(shaders, 0, sizeof(shader_module *) * (fragment_stage +1));
render_pass const *rp = 0;
VkPipelineVertexInputStateCreateInfo const *vi = 0;
bool pass = true;
pass = validate_fs_outputs_against_render_pass(dev, shaders[fragment_stage], rp, pCreateInfo->subpass) && pass;
}
+ delete shaders;
+
loader_platform_thread_unlock_mutex(&globalLock);
return pass;
}