nir: Zero out texture instructions when creating them.

There are so many flags in textures, that the CSE pass would have a hard
time referencing the correct set when figuring out if two texture ops are
the same.  By zeroing, we can avoid that fragility.

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This commit is contained in:
Eric Anholt 2015-08-11 17:10:35 -07:00
parent bf3c50fba2
commit fb2425a641

View file

@ -450,7 +450,7 @@ nir_call_instr_create(nir_shader *shader, nir_function_overload *callee)
nir_tex_instr * nir_tex_instr *
nir_tex_instr_create(nir_shader *shader, unsigned num_srcs) nir_tex_instr_create(nir_shader *shader, unsigned num_srcs)
{ {
nir_tex_instr *instr = ralloc(shader, nir_tex_instr); nir_tex_instr *instr = rzalloc(shader, nir_tex_instr);
instr_init(&instr->instr, nir_instr_type_tex); instr_init(&instr->instr, nir_instr_type_tex);
dest_init(&instr->dest); dest_init(&instr->dest);