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vc4: Don't bother zero-initializing the shader reloc indices.
author
Eric Anholt
<eric@anholt.net>
Thu, 25 Dec 2014 22:14:54 +0000
(12:14 -1000)
committer
Eric Anholt
<eric@anholt.net>
Thu, 25 Dec 2014 22:25:41 +0000
(12:25 -1000)
They should all be set to real values by the time they're read, and
ideally if you used valgrind you'd see uninitialized value uses.
src/gallium/drivers/vc4/vc4_cl.h
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diff --git
a/src/gallium/drivers/vc4/vc4_cl.h
b/src/gallium/drivers/vc4/vc4_cl.h
index 36df11b5aedf33b2a6b3dd59c8a048131656dbe0..5c67f225749d214e1805a2b4dee0eeb0f8be51f1 100644
(file)
--- a/
src/gallium/drivers/vc4/vc4_cl.h
+++ b/
src/gallium/drivers/vc4/vc4_cl.h
@@
-107,8
+107,8
@@
cl_start_shader_reloc(struct vc4_cl *cl, uint32_t n)
cl->reloc_count = n;
cl->reloc_next = cl->next - cl->base;
- for (int i = 0; i < n; i++)
- cl_u32(cl, 0); /* Space where hindex will be written. */
+ /* Space where hindex will be written. */
+ cl->next += n * 4;
}
static inline void