_mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
GLenum target, void *mem_ctx)
- : ctx(_ctx)
+ : ctx(_ctx), switch_state()
{
switch (target) {
case GL_VERTEX_SHADER: this->target = vertex_shader; break;
this->scanner = NULL;
this->translation_unit.make_empty();
this->symbols = new(mem_ctx) glsl_symbol_table;
+
+ this->num_uniform_blocks = 0;
+ this->uniform_block_array_size = 0;
+ this->uniform_blocks = NULL;
+
this->info_log = ralloc_strdup(mem_ctx, "");
this->error = false;
this->loop_nesting_ast = NULL;
- this->switch_state.switch_nesting_ast = NULL;
this->struct_specifier_depth = 0;
this->num_builtins_to_link = 0;
this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
+ this->current_function = NULL;
+ this->toplevel_ir = NULL;
+ this->found_return = false;
+ this->all_invariant = false;
+ this->user_structures = NULL;
+ this->num_user_structures = 0;
+
/* Populate the list of supported GLSL versions */
/* FINISHME: Once the OpenGL 3.0 'forward compatible' context or
* the OpenGL 3.2 Core context is supported, this logic will need
this->gs_input_prim_type_specified = false;
this->gs_input_prim_type = GL_POINTS;
+ this->gs_input_size = 0;
this->out_qualifier = new(this) ast_type_qualifier();
}