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authorEric Anholt <[email protected]>2014-12-25 12:14:54 -1000
committerEric Anholt <[email protected]>2014-12-25 12:25:41 -1000
commitdb6e054eb03421c401f5cff592c25c810e11d1f3 (patch)
treea12aee23e1ea4db98352a968001f031399661222
parent0b607b54cea5fd8378af36e27ba2ff5ffd60dfb8 (diff)
vc4: Don't bother zero-initializing the shader reloc indices.
They should all be set to real values by the time they're read, and ideally if you used valgrind you'd see uninitialized value uses.
-rw-r--r--src/gallium/drivers/vc4/vc4_cl.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gallium/drivers/vc4/vc4_cl.h b/src/gallium/drivers/vc4/vc4_cl.h
index 36df11b5aed..5c67f225749 100644
--- a/src/gallium/drivers/vc4/vc4_cl.h
+++ b/src/gallium/drivers/vc4/vc4_cl.h
@@ -107,8 +107,8 @@ cl_start_shader_reloc(struct vc4_cl *cl, uint32_t n)
cl->reloc_count = n;
cl->reloc_next = cl->next - cl->base;
- for (int i = 0; i < n; i++)
- cl_u32(cl, 0); /* Space where hindex will be written. */
+ /* Space where hindex will be written. */
+ cl->next += n * 4;
}
static inline void