r600g: Correctly initialize the shader key, v2

Assigning a struct only copies the members - any padding is left as is.

Thus this code:

struct foo_t foo;
foo = bar;

leaves the padding of foo intact, ie uninitialized random garbage.

This patch fixes constant shader recompiles by initializing the struct
to zero. For completeness, memcpy is used to copy the key to the shader
struct.

NOTE: This is a candidate for the stable branches.

Signed-off-by: Lauri Kasanen <cand@gmx.com>
Reviewed-by: Marek Olšák <maraeo@gmail.com>
Signed-off-by: Andreas Boll <andreas.boll.dev@gmail.com>
This commit is contained in:
Lauri Kasanen
2013-05-03 16:55:49 +03:00
committed by Andreas Boll
parent 5ff81cfd86
commit e495d88453

View File

@@ -715,6 +715,7 @@ static int r600_shader_select(struct pipe_context *ctx,
struct r600_pipe_shader * shader = NULL;
int r;
memset(&key, 0, sizeof(key));
key = r600_shader_selector_key(ctx, sel);
/* Check if we don't need to change anything.
@@ -762,7 +763,7 @@ static int r600_shader_select(struct pipe_context *ctx,
key = r600_shader_selector_key(ctx, sel);
}
shader->key = key;
memcpy(&shader->key, &key, sizeof(key));
sel->num_shaders++;
}