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authorFrancisco Jerez <[email protected]>2013-09-11 20:07:53 -0700
committerFrancisco Jerez <[email protected]>2013-10-01 17:30:51 -0700
commit43bf36b080192f7ad5727ed96e86f0a49390d9dc (patch)
treee0edb9f48c2c437f1343864c9349b25d4d4012d1 /src/glsl/glsl_parser_extras.cpp
parent0e72db9f9729b8fe62213452751fed1cd337a7bc (diff)
glsl: Initialize all member variables of _mesa_glsl_parse_state on construction.
The _mesa_glsl_parse_state object relies on the memory allocator zeroing out its contents before it's initialized, which is quite an unusual practice in the C++ world because it ties objects to some specific allocation scheme, and gives unpredictable results when an object is created with a different allocator -- Stack allocation, array allocation, or aggregation inside a different object are some of the useful possibilities that come to my mind. Initialize all fields from the constructor and stop using the zeroing allocator. Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Chad Versace <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/glsl_parser_extras.cpp')
-rw-r--r--src/glsl/glsl_parser_extras.cpp16
1 files changed, 14 insertions, 2 deletions
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index e9922fc1456..3bc8d482775 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -55,7 +55,7 @@ static unsigned known_desktop_glsl_versions[] =
_mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
GLenum target, void *mem_ctx)
- : ctx(_ctx)
+ : ctx(_ctx), switch_state()
{
switch (target) {
case GL_VERTEX_SHADER: this->target = vertex_shader; break;
@@ -66,10 +66,14 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
this->scanner = NULL;
this->translation_unit.make_empty();
this->symbols = new(mem_ctx) glsl_symbol_table;
+
+ this->num_uniform_blocks = 0;
+ this->uniform_block_array_size = 0;
+ this->uniform_blocks = NULL;
+
this->info_log = ralloc_strdup(mem_ctx, "");
this->error = false;
this->loop_nesting_ast = NULL;
- this->switch_state.switch_nesting_ast = NULL;
this->struct_specifier_depth = 0;
this->num_builtins_to_link = 0;
@@ -105,6 +109,13 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
+ this->current_function = NULL;
+ this->toplevel_ir = NULL;
+ this->found_return = false;
+ this->all_invariant = false;
+ this->user_structures = NULL;
+ this->num_user_structures = 0;
+
/* Populate the list of supported GLSL versions */
/* FINISHME: Once the OpenGL 3.0 'forward compatible' context or
* the OpenGL 3.2 Core context is supported, this logic will need
@@ -163,6 +174,7 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
this->gs_input_prim_type_specified = false;
this->gs_input_prim_type = GL_POINTS;
+ this->gs_input_size = 0;
this->out_qualifier = new(this) ast_type_qualifier();
}