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authorTobin Ehlis <tobin@lunarg.com>2015-09-17 16:33:58 -0600
committerTobin Ehlis <tobin@lunarg.com>2015-09-17 16:33:58 -0600
commit5b9a4a4450d71beabb113336906b68f781b28427 (patch)
treefb544f23baa85c63bec743c95b6e88ac33fe6db6
parente93c8792edc5b559e4c1ee7bd4203266edb52b83 (diff)
downloadusermoji-5b9a4a4450d71beabb113336906b68f781b28427.tar.xz
layers: Update DrawState array of PIPELINE_NODEs to be vector
-rw-r--r--layers/draw_state.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/layers/draw_state.cpp b/layers/draw_state.cpp
index 78304fb4..83377115 100644
--- a/layers/draw_state.cpp
+++ b/layers/draw_state.cpp
@@ -1740,7 +1740,8 @@ VK_LAYER_EXPORT VkResult VKAPI vkCreateGraphicsPipelines(VkDevice device, VkPipe
// 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++) {