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i965: Initialize all member variables of vec4_instruction on construction.
The vec4_instruction 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>
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2 changed files with 16 additions and 1 deletions
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@ -168,7 +168,7 @@ with_writemask(dst_reg const &r, int mask);
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class vec4_instruction : public backend_instruction {
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public:
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DECLARE_RZALLOC_CXX_OPERATORS(vec4_instruction)
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DECLARE_RALLOC_CXX_OPERATORS(vec4_instruction)
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vec4_instruction(vec4_visitor *v, enum opcode opcode,
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dst_reg dst = dst_reg(),
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@ -38,7 +38,22 @@ vec4_instruction::vec4_instruction(vec4_visitor *v,
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this->src[0] = src0;
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this->src[1] = src1;
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this->src[2] = src2;
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this->saturate = false;
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this->force_writemask_all = false;
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this->no_dd_clear = false;
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this->no_dd_check = false;
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this->conditional_mod = BRW_CONDITIONAL_NONE;
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this->sampler = 0;
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this->texture_offset = 0;
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this->target = 0;
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this->shadow_compare = false;
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this->ir = v->base_ir;
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this->urb_write_flags = BRW_URB_WRITE_NO_FLAGS;
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this->header_present = false;
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this->mlen = 0;
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this->base_mrf = 0;
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this->offset = 0;
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this->ir = NULL;
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this->annotation = v->current_annotation;
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}
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