glsl: Initialize all member variables of _mesa_glsl_parse_state on construction.

The _mesa_glsl_parse_state object relies on the memory allocator
zeroing out its contents before it's initialized, which is quite an
unusual practice in the C++ world because it ties objects to some
specific allocation scheme, and gives unpredictable results when an
object is created with a different allocator -- Stack allocation,
array allocation, or aggregation inside a different object are some of
the useful possibilities that come to my mind.  Initialize all fields
from the constructor and stop using the zeroing allocator.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Francisco Jerez 2013-09-11 20:07:53 -07:00
parent 0e72db9f97
commit 43bf36b080
2 changed files with 15 additions and 3 deletions

View file

@ -55,7 +55,7 @@ static unsigned known_desktop_glsl_versions[] =
_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;
@ -66,10 +66,14 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
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;
@ -105,6 +109,13 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
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
@ -163,6 +174,7 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
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();
}

View file

@ -73,7 +73,7 @@ struct _mesa_glsl_parse_state {
_mesa_glsl_parse_state(struct gl_context *_ctx, GLenum target,
void *mem_ctx);
DECLARE_RZALLOC_CXX_OPERATORS(_mesa_glsl_parse_state);
DECLARE_RALLOC_CXX_OPERATORS(_mesa_glsl_parse_state);
/**
* Generate a string representing the GLSL version currently being compiled