This is particularly important for outputs, where we try to MOV the whole
vec4 to the VPM, even if only 1-3 components had been set up. It might
also be important for temporaries, if the shader reads components before
writing them.
if (*size >= decl_size)
return;
+ uint32_t old_size = *size;
*size = MAX2(*size * 2, decl_size);
*regs = reralloc(c, *regs, struct qreg, *size);
if (!*regs) {
fprintf(stderr, "Malloc failure\n");
abort();
}
+
+ for (uint32_t i = old_size; i < *size; i++)
+ (*regs)[i] = c->undef;
}
static struct qreg