Potential use of pipeline with different shaders than requested
qbojj opened this issue · 0 comments
qbojj commented
Because Shader
s are allocated on the heap two different Shader
s might have the same address if one was deallocated before the other one was allocated, even if they might not have identical contents.
Because stale Shader
s might be stored inside FullDrawStateData
s inside vertex/mesh shader's Shader::pipelines
, equality test of FullDrawStateData
might return true
when their Shader
s are not equal as argumented above.
If such thing happens a pipeline with wrong shaders attached might be used.