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radv: zero-allocate graphics shader stages
This can prevent issues with unitialized memory. RT and compute stages are already zero-initialized. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39483>
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1 changed files with 1 additions and 4 deletions
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@ -3032,7 +3032,7 @@ radv_generate_graphics_pipeline_state(struct radv_device *device, const VkGraphi
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if (gfx_state->compilation_required) {
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gfx_state->key = radv_generate_graphics_pipeline_key(device, pCreateInfo, &gfx_state->vk, needed_lib_flags);
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gfx_state->stages = malloc(sizeof(struct radv_shader_stage) * MESA_VULKAN_SHADER_STAGES);
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gfx_state->stages = calloc(MESA_VULKAN_SHADER_STAGES, sizeof(struct radv_shader_stage));
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if (!gfx_state->stages) {
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result = VK_ERROR_OUT_OF_HOST_MEMORY;
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goto fail;
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@ -3040,9 +3040,6 @@ radv_generate_graphics_pipeline_state(struct radv_device *device, const VkGraphi
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for (unsigned i = 0; i < MESA_VULKAN_SHADER_STAGES; i++) {
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gfx_state->stages[i].stage = MESA_SHADER_NONE;
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gfx_state->stages[i].nir = NULL;
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gfx_state->stages[i].gs_copy_shader = NULL;
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gfx_state->stages[i].spirv.size = 0;
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gfx_state->stages[i].next_stage = MESA_SHADER_NONE;
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}
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