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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 <stereotype441@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
tags/mesa-10.1-devel
Francisco Jerez 12 年前
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43bf36b080
共有 2 个文件被更改,包括 15 次插入3 次删除
  1. 14
    2
      src/glsl/glsl_parser_extras.cpp
  2. 1
    1
      src/glsl/glsl_parser_extras.h

+ 14
- 2
src/glsl/glsl_parser_extras.cpp 查看文件

@@ -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();
}


+ 1
- 1
src/glsl/glsl_parser_extras.h 查看文件

@@ -73,7 +73,7 @@ struct _mesa_glsl_parse_state {
_mesa_glsl_parse_state(struct gl_context *_ctx, GLenum target,
void *mem_ctx);

DECLARE_RZALLOC_CXX_OPERATORS(_mesa_glsl_parse_state);
DECLARE_RALLOC_CXX_OPERATORS(_mesa_glsl_parse_state);

/**
* Generate a string representing the GLSL version currently being compiled

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