mesa/draw: Make sure all the unused fields are initialized to zero
authorIan Romanick <ian.d.romanick@intel.com>
Wed, 19 Feb 2020 00:41:03 +0000 (16:41 -0800)
committerIan Romanick <ian.d.romanick@intel.com>
Wed, 19 Feb 2020 18:07:47 +0000 (10:07 -0800)
Not initializing prim.indexed caused a few thousand failures on Intel
drivers.

I also compared the generated assembly with this change and before
a6d31589097.  The code is still somewhat improved, which I am assuming
was the original goal. _mesa_DrawArrays, for example, appears to drop an
instruction or two... though the body of the function is only one byte
shorter.

MR !3591 will eventually delete the uninitialized fields.  However, I
believe that explicitly initializing the whole thing is more future
proof.  This ensures that if someone adds fields in the future, they
will also be initialized.  Once the extra fields are removed, the two
implementations should generate idential code.

Fixes: a6d31589097 ("mesa: don't use memset in glDrawArrays")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3870>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3870>

src/mesa/main/draw.c

index 2062f99dc0e529e8cc9aa24d8caefc3b3a2febeb..5a28c77e42c09131fb4d06fadaa57ce7806258f2 100644 (file)
@@ -352,23 +352,22 @@ _mesa_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
                   GLsizei count, GLuint numInstances, GLuint baseInstance,
                   GLuint drawID)
 {
-   struct _mesa_prim prim;
-
    if (skip_validated_draw(ctx))
       return;
 
    /* OpenGL 4.5 says that primitive restart is ignored with non-indexed
     * draws.
     */
-   prim.begin = 1;
-   prim.end = 1;
-   prim.mode = mode;
-   prim.num_instances = numInstances;
-   prim.base_instance = baseInstance;
-   prim.draw_id = drawID;
-   prim.start = start;
-   prim.count = count;
-   prim.basevertex = 0;
+   struct _mesa_prim prim = {
+      .begin = 1,
+      .end = 1,
+      .mode = mode,
+      .num_instances = numInstances,
+      .base_instance = baseInstance,
+      .draw_id = drawID,
+      .start = start,
+      .count = count,
+   };
 
    ctx->Driver.Draw(ctx, &prim, 1, NULL,
                     GL_TRUE, start, start + count - 1, NULL, 0, NULL);