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i965: Initialize all member variables of vec4_instruction on construction.

The vec4_instruction 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 years ago
parent
commit
70953b5fea

+ 1
- 1
src/mesa/drivers/dri/i965/brw_vec4.h View File

@@ -168,7 +168,7 @@ with_writemask(dst_reg const &r, int mask);

class vec4_instruction : public backend_instruction {
public:
DECLARE_RZALLOC_CXX_OPERATORS(vec4_instruction)
DECLARE_RALLOC_CXX_OPERATORS(vec4_instruction)

vec4_instruction(vec4_visitor *v, enum opcode opcode,
dst_reg dst = dst_reg(),

+ 15
- 0
src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp View File

@@ -38,7 +38,22 @@ vec4_instruction::vec4_instruction(vec4_visitor *v,
this->src[0] = src0;
this->src[1] = src1;
this->src[2] = src2;
this->saturate = false;
this->force_writemask_all = false;
this->no_dd_clear = false;
this->no_dd_check = false;
this->conditional_mod = BRW_CONDITIONAL_NONE;
this->sampler = 0;
this->texture_offset = 0;
this->target = 0;
this->shadow_compare = false;
this->ir = v->base_ir;
this->urb_write_flags = BRW_URB_WRITE_NO_FLAGS;
this->header_present = false;
this->mlen = 0;
this->base_mrf = 0;
this->offset = 0;
this->ir = NULL;
this->annotation = v->current_annotation;
}


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