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| author | Courtney Goeltzenleuchter <courtney@LunarG.com> | 2015-10-27 11:32:31 -0600 |
|---|---|---|
| committer | Courtney Goeltzenleuchter <courtney@LunarG.com> | 2015-10-27 15:37:12 -0600 |
| commit | e0c711ad6b60885004d99b211f4f3387ad85926f (patch) | |
| tree | bbd702a6ca352e5855a9b9a2d2ffa92153fb2583 /layers/shader_checker.cpp | |
| parent | 846132ba8ff33bf9e09d595dc930ff241c985f74 (diff) | |
| download | usermoji-e0c711ad6b60885004d99b211f4f3387ad85926f.tar.xz | |
misc: Remove dynamic array definititions
Windows doesn't like dynamicly sized arrays. Replace
with new'd array of objects or object pointers instead.
Diffstat (limited to 'layers/shader_checker.cpp')
| -rw-r--r-- | layers/shader_checker.cpp | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/layers/shader_checker.cpp b/layers/shader_checker.cpp index aae28135..64feaf0e 100644 --- a/layers/shader_checker.cpp +++ b/layers/shader_checker.cpp @@ -1056,8 +1056,8 @@ validate_graphics_pipeline(VkDevice dev, VkGraphicsPipelineCreateInfo const *pCr 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; @@ -1145,6 +1145,8 @@ validate_graphics_pipeline(VkDevice dev, VkGraphicsPipelineCreateInfo const *pCr 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; } |
