nir_variable_create(shader, nir_var_uniform, glsl_vec4_type(), name);
var->num_state_slots = 1;
- var->state_slots = ralloc_array(var, nir_state_slot, 1);
+ var->state_slots = rzalloc_array(var, nir_state_slot, 1);
memcpy(var->state_slots[0].tokens, tokens,
sizeof(var->state_slots[0].tokens));
nir_ssa_def *def = nir_load_var(b, new_var);
/* swizzle the result: */
- unsigned swiz[4];
+ unsigned swiz[NIR_MAX_VEC_COMPONENTS] = {0};
for (unsigned i = 0; i < 4; i++) {
swiz[i] = GET_SWZ(element->swizzle, i);
assert(swiz[i] <= SWIZZLE_W);