mesa/draw: Make sure all the unused fields are initialized to zero

Not initializing prim.indexed caused a few thousand failures on Intel
drivers.

I also compared the generated assembly with this change and before
a6d3158909.  The code is still somewhat improved, which I am assuming
was the original goal. _mesa_DrawArrays, for example, appears to drop an
instruction or two... though the body of the function is only one byte
shorter.

MR !3591 will eventually delete the uninitialized fields.  However, I
believe that explicitly initializing the whole thing is more future
proof.  This ensures that if someone adds fields in the future, they
will also be initialized.  Once the extra fields are removed, the two
implementations should generate idential code.

Fixes: a6d3158909 ("mesa: don't use memset in glDrawArrays")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3870>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3870>
This commit is contained in:
Ian Romanick 2020-02-18 16:41:03 -08:00
parent 6edbb3c6d0
commit d46a5cfe78
1 changed files with 10 additions and 11 deletions

View File

@ -352,23 +352,22 @@ _mesa_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
GLsizei count, GLuint numInstances, GLuint baseInstance,
GLuint drawID)
{
struct _mesa_prim prim;
if (skip_validated_draw(ctx))
return;
/* OpenGL 4.5 says that primitive restart is ignored with non-indexed
* draws.
*/
prim.begin = 1;
prim.end = 1;
prim.mode = mode;
prim.num_instances = numInstances;
prim.base_instance = baseInstance;
prim.draw_id = drawID;
prim.start = start;
prim.count = count;
prim.basevertex = 0;
struct _mesa_prim prim = {
.begin = 1,
.end = 1,
.mode = mode,
.num_instances = numInstances,
.base_instance = baseInstance,
.draw_id = drawID,
.start = start,
.count = count,
};
ctx->Driver.Draw(ctx, &prim, 1, NULL,
GL_TRUE, start, start + count - 1, NULL, 0, NULL);