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vc4: Don't bother zero-initializing the shader reloc indices.
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.
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1 changed files with 2 additions and 2 deletions
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@ -107,8 +107,8 @@ cl_start_shader_reloc(struct vc4_cl *cl, uint32_t n)
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cl->reloc_count = n;
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cl->reloc_next = cl->next - cl->base;
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for (int i = 0; i < n; i++)
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cl_u32(cl, 0); /* Space where hindex will be written. */
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/* Space where hindex will be written. */
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cl->next += n * 4;
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}
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static inline void
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