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authorNicolai Hähnle <[email protected]>2017-06-24 10:27:18 +0200
committerNicolai Hähnle <[email protected]>2017-07-05 12:25:49 +0200
commit210ebd4b9c1b510ff1b29a81aa7512ea77056966 (patch)
tree40d2924415506c52dd1b68ab57626a835cc3cd27
parentf4f7096c1d68746a1833ba1b19d8a290a83cbdde (diff)
glsl: explicitly zero out padding to gl_shader_variable bitfield
Otherwise, the padding bits remain undefined, which leads to valgrind errors when storing the gl_shader_variable in the disk cache. v2: use rzalloc instead of an explicit padding member variable Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r--src/compiler/glsl/linker.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 6ddf0cbb0ce..b4784c51199 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3732,7 +3732,10 @@ create_shader_variable(struct gl_shader_program *shProg,
bool use_implicit_location, int location,
const glsl_type *outermost_struct_type)
{
- gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
+ /* Allocate zero-initialized memory to ensure that bitfield padding
+ * is zero.
+ */
+ gl_shader_variable *out = rzalloc(shProg, struct gl_shader_variable);
if (!out)
return NULL;