Forgetting to delete leads to memoryleaks
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@@ -75,7 +75,7 @@ void BasePass::render()
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graphics->beginRenderPass(renderPass);
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Gfx::ShaderPermutation permutation;
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permutation.hasFragment = true;
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if(Gfx::useMeshShading)
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if(graphics->supportMeshShading())
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{
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permutation.useMeshShading = true;
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permutation.hasTaskShader = true;
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@@ -115,7 +115,7 @@ void BasePass::render()
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if(Gfx::useMeshShading)
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if(graphics->supportMeshShading())
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{
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Gfx::MeshPipelineCreateInfo pipelineInfo;
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pipelineInfo.taskShader = collection->taskShader;
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