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 <marek.olsak@amd.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@ -3732,7 +3732,10 @@ create_shader_variable(struct gl_shader_program *shProg,
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bool use_implicit_location, int location,
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const glsl_type *outermost_struct_type)
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{
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gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
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/* Allocate zero-initialized memory to ensure that bitfield padding
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* is zero.
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*/
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gl_shader_variable *out = rzalloc(shProg, struct gl_shader_variable);
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if (!out)
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return NULL;
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