Commit f33ab835 by Daniel Cheng Committed by Kenneth Russell

Fix some clang warnings with -Wmissing-braces in ANGLE.

Clang warns if there are missing braces around a subobject initializer. The most common idiom that triggers this is: STRUCT s = {0}; which can be more simply written as: STRUCT s = {}; BUG=505297 Change-Id: Ib4513ee195d43e7c4a4a2f46c328866f0023a2a5 Reviewed-on: https://chromium-review.googlesource.com/282921Reviewed-by: 's avatarKenneth Russell <kbr@chromium.org> Tested-by: 's avatarKenneth Russell <kbr@chromium.org>
parent 7f17a50c
...@@ -1061,7 +1061,7 @@ LinkResult ProgramD3D::link(const gl::Data &data, gl::InfoLog &infoLog, ...@@ -1061,7 +1061,7 @@ LinkResult ProgramD3D::link(const gl::Data &data, gl::InfoLog &infoLog,
mShaderVersion = vertexShaderD3D->getShaderVersion(); mShaderVersion = vertexShaderD3D->getShaderVersion();
// Map the varyings to the register file // Map the varyings to the register file
VaryingPacking packing = { NULL }; VaryingPacking packing = {};
*registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings); *registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings);
if (*registers < 0) if (*registers < 0)
......
...@@ -509,7 +509,7 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl ...@@ -509,7 +509,7 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl
ID3D11BlendState *Clear11::getBlendState(const std::vector<MaskedRenderTarget>& rts) ID3D11BlendState *Clear11::getBlendState(const std::vector<MaskedRenderTarget>& rts)
{ {
ClearBlendInfo blendKey = { 0 }; ClearBlendInfo blendKey = {};
for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{ {
if (i < rts.size()) if (i < rts.size())
......
...@@ -123,7 +123,7 @@ FenceSync11::FenceSync11(Renderer11 *renderer) ...@@ -123,7 +123,7 @@ FenceSync11::FenceSync11(Renderer11 *renderer)
mRenderer(renderer), mRenderer(renderer),
mQuery(NULL) mQuery(NULL)
{ {
LARGE_INTEGER counterFreqency = { 0 }; LARGE_INTEGER counterFreqency = {};
BOOL success = QueryPerformanceFrequency(&counterFreqency); BOOL success = QueryPerformanceFrequency(&counterFreqency);
UNUSED_ASSERTION_VARIABLE(success); UNUSED_ASSERTION_VARIABLE(success);
ASSERT(success); ASSERT(success);
...@@ -168,7 +168,7 @@ gl::Error FenceSync11::clientWait(GLbitfield flags, GLuint64 timeout, GLenum *ou ...@@ -168,7 +168,7 @@ gl::Error FenceSync11::clientWait(GLbitfield flags, GLuint64 timeout, GLenum *ou
return gl::Error(GL_NO_ERROR); return gl::Error(GL_NO_ERROR);
} }
LARGE_INTEGER currentCounter = { 0 }; LARGE_INTEGER currentCounter = {};
BOOL success = QueryPerformanceCounter(&currentCounter); BOOL success = QueryPerformanceCounter(&currentCounter);
UNUSED_ASSERTION_VARIABLE(success); UNUSED_ASSERTION_VARIABLE(success);
ASSERT(success); ASSERT(success);
......
...@@ -97,7 +97,7 @@ gl::Error RenderStateCache::getBlendState(const gl::Framebuffer *framebuffer, co ...@@ -97,7 +97,7 @@ gl::Error RenderStateCache::getBlendState(const gl::Framebuffer *framebuffer, co
const FramebufferD3D *framebufferD3D = GetImplAs<FramebufferD3D>(framebuffer); const FramebufferD3D *framebufferD3D = GetImplAs<FramebufferD3D>(framebuffer);
const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(mRenderer->getWorkarounds()); const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(mRenderer->getWorkarounds());
BlendStateKey key = { 0 }; BlendStateKey key = {};
key.blendState = blendState; key.blendState = blendState;
for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment) for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
{ {
...@@ -209,7 +209,7 @@ gl::Error RenderStateCache::getRasterizerState(const gl::RasterizerState &raster ...@@ -209,7 +209,7 @@ gl::Error RenderStateCache::getRasterizerState(const gl::RasterizerState &raster
return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized."); return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
} }
RasterizerStateKey key = { 0 }; RasterizerStateKey key = {};
key.rasterizerState = rasterState; key.rasterizerState = rasterState;
key.scissorEnabled = scissorEnabled; key.scissorEnabled = scissorEnabled;
......
...@@ -502,7 +502,7 @@ egl::Error Renderer11::initialize() ...@@ -502,7 +502,7 @@ egl::Error Renderer11::initialize()
// If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual hardware values. // If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual hardware values.
if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3 && dxgiAdapter2 != NULL) if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3 && dxgiAdapter2 != NULL)
{ {
DXGI_ADAPTER_DESC2 adapterDesc2 = { 0 }; DXGI_ADAPTER_DESC2 adapterDesc2 = {};
result = dxgiAdapter2->GetDesc2(&adapterDesc2); result = dxgiAdapter2->GetDesc2(&adapterDesc2);
if (SUCCEEDED(result)) if (SUCCEEDED(result))
{ {
......
...@@ -71,7 +71,7 @@ HRESULT NativeWindow::createSwapChain(ID3D11Device* device, DXGIFactory* factory ...@@ -71,7 +71,7 @@ HRESULT NativeWindow::createSwapChain(ID3D11Device* device, DXGIFactory* factory
return result; return result;
} }
DXGI_SWAP_CHAIN_DESC swapChainDesc = { 0 }; DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
swapChainDesc.BufferCount = 1; swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Format = format; swapChainDesc.BufferDesc.Format = format;
swapChainDesc.BufferDesc.Width = width; swapChainDesc.BufferDesc.Width = width;
......
...@@ -1168,8 +1168,8 @@ void Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zF ...@@ -1168,8 +1168,8 @@ void Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zF
mCurFar = actualZFar; mCurFar = actualZFar;
mCurDepthFront = depthFront; mCurDepthFront = depthFront;
dx_VertexConstants vc = {0}; dx_VertexConstants vc = {};
dx_PixelConstants pc = {0}; dx_PixelConstants pc = {};
vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width; vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height; vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
......
...@@ -488,7 +488,7 @@ void GenerateCaps(IDirect3D9 *d3d9, IDirect3DDevice9 *device, D3DDEVTYPE deviceT ...@@ -488,7 +488,7 @@ void GenerateCaps(IDirect3D9 *d3d9, IDirect3DDevice9 *device, D3DDEVTYPE deviceT
// textureRG is emulated and not performant. // textureRG is emulated and not performant.
extensions->textureRG = false; extensions->textureRG = false;
D3DADAPTER_IDENTIFIER9 adapterId = { 0 }; D3DADAPTER_IDENTIFIER9 adapterId = {};
if (SUCCEEDED(d3d9->GetAdapterIdentifier(adapter, 0, &adapterId))) if (SUCCEEDED(d3d9->GetAdapterIdentifier(adapter, 0, &adapterId)))
{ {
// ATI cards on XP have problems with non-power-of-two textures. // ATI cards on XP have problems with non-power-of-two textures.
......
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