Commit 8833e016 by Nicolas Capens

Fix potentially uninitialized variables.

Bug 15387371 Change-Id: Ie0486feeebc6e4bceba148bea69f2d1ee1d1ffd8 Reviewed-on: https://swiftshader-review.googlesource.com/4499Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent 50f1a73b
......@@ -1439,17 +1439,10 @@ void Context::endQuery(GLenum target)
switch(target)
{
case GL_ANY_SAMPLES_PASSED_EXT:
qType = QUERY_ANY_SAMPLES_PASSED;
break;
case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
break;
case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
break;
default:
ASSERT(false);
case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break;
case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break;
case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
default: UNREACHABLE(target); return;
}
Query *queryObject = mState.activeQuery[qType];
......
......@@ -2989,7 +2989,7 @@ void GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenu
return error(GL_INVALID_ENUM);
}
GLenum attachmentObjectType; // Type category
GLenum attachmentObjectType = GL_NONE; // Type category
if(attachmentType == GL_NONE || attachmentType == GL_RENDERBUFFER)
{
attachmentObjectType = attachmentType;
......
// SwiftShader Software Renderer
//
// Copyright(c) 2015 Google Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of Google Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#include "PixelPipeline.hpp"
#include "Renderer.hpp"
#include "SamplerCore.hpp"
namespace sw
{
extern bool postBlendSRGB;
void PixelPipeline::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)
{
Registers& r = *static_cast<Registers*>(&rBase);
// SwiftShader Software Renderer
//
// Copyright(c) 2015 Google Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of Google Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#include "PixelPipeline.hpp"
#include "Renderer.hpp"
#include "SamplerCore.hpp"
namespace sw
{
extern bool postBlendSRGB;
void PixelPipeline::setBuiltins(PixelRoutine::Registers &rBase, Int &x, Int &y, Float4(&z)[4], Float4 &w)
{
Registers& r = *static_cast<Registers*>(&rBase);
if(state.color[0].component & 0x1) r.diffuse.x = convertFixed12(r.v[0].x); else r.diffuse.x = Short4(0x1000);
if(state.color[0].component & 0x2) r.diffuse.y = convertFixed12(r.v[0].y); else r.diffuse.y = Short4(0x1000);
if(state.color[0].component & 0x4) r.diffuse.z = convertFixed12(r.v[0].z); else r.diffuse.z = Short4(0x1000);
......@@ -29,11 +29,11 @@ namespace sw
if(state.color[1].component & 0x1) r.specular.x = convertFixed12(r.v[1].x); else r.specular.x = Short4(0x0000, 0x0000, 0x0000, 0x0000);
if(state.color[1].component & 0x2) r.specular.y = convertFixed12(r.v[1].y); else r.specular.y = Short4(0x0000, 0x0000, 0x0000, 0x0000);
if(state.color[1].component & 0x4) r.specular.z = convertFixed12(r.v[1].z); else r.specular.z = Short4(0x0000, 0x0000, 0x0000, 0x0000);
if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.v[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
if(state.color[1].component & 0x8) r.specular.w = convertFixed12(r.v[1].w); else r.specular.w = Short4(0x0000, 0x0000, 0x0000, 0x0000);
}
void PixelPipeline::fixedFunction(Registers& r)
{
{
r.current = r.diffuse;
Vector4s temp(0x0000, 0x0000, 0x0000, 0x0000);
......@@ -54,9 +54,9 @@ namespace sw
blendTexture(r, temp, texture, stage);
}
specularPixel(r.current, r.specular);
}
specularPixel(r.current, r.specular);
}
void PixelPipeline::applyShader(PixelRoutine::Registers &rBase, Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
......@@ -257,12 +257,12 @@ namespace sw
}
}
}
}
Bool PixelPipeline::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
}
Bool PixelPipeline::alphaTest(PixelRoutine::Registers &rBase, Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
r.current.x = Min(r.current.x, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.x = Max(r.current.x, Short4(0x0000, 0x0000, 0x0000, 0x0000));
r.current.y = Min(r.current.y, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.y = Max(r.current.y, Short4(0x0000, 0x0000, 0x0000, 0x0000));
r.current.z = Min(r.current.z, Short4(0x0FFF, 0x0FFF, 0x0FFF, 0x0FFF)); r.current.z = Max(r.current.z, Short4(0x0000, 0x0000, 0x0000, 0x0000));
......@@ -299,13 +299,13 @@ namespace sw
pass = pass | cMask[q];
}
return pass != 0x0;
}
void PixelPipeline::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
return pass != 0x0;
}
void PixelPipeline::rasterOperation(PixelRoutine::Registers &rBase, Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4])
{
Registers& r = *static_cast<Registers*>(&rBase);
if(!state.colorWriteActive(0))
{
return;
......@@ -377,9 +377,9 @@ namespace sw
break;
default:
ASSERT(false);
}
}
}
}
void PixelPipeline::blendTexture(Registers &r, Vector4s &temp, Vector4s &texture, int stage)
{
Vector4s *arg1;
......@@ -1172,8 +1172,8 @@ namespace sw
default:
ASSERT(false);
}
}
}
void PixelPipeline::fogBlend(Registers &r, Vector4s &current, Float4 &f)
{
if(!state.fogActive)
......@@ -1197,8 +1197,8 @@ namespace sw
current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[0]))));
current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[1]))));
current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(r.data + OFFSET(DrawData, fog.color4[2]))));
}
}
void PixelPipeline::specularPixel(Vector4s &current, Vector4s &specular)
{
if(!state.specularAdd)
......@@ -1209,8 +1209,8 @@ namespace sw
current.x = AddSat(current.x, specular.x);
current.y = AddSat(current.y, specular.y);
current.z = AddSat(current.z, specular.z);
}
}
void PixelPipeline::sampleTexture(Registers &r, Vector4s &c, int coordinates, int stage, bool project)
{
Float4 u = r.v[2 + coordinates].x;
......@@ -1264,7 +1264,7 @@ namespace sw
r.cycles[PERF_TEX] += Ticks() - texTime;
#endif
}
Short4 PixelPipeline::convertFixed12(RValue<Float4> cf)
{
return RoundShort4(cf * Float4(0x1000));
......@@ -1290,7 +1290,7 @@ namespace sw
cf.z = convertSigned12(cs.z);
cf.w = convertSigned12(cs.w);
}
void PixelPipeline::writeDestination(Registers &r, Vector4s &d, const Dst &dst)
{
switch(dst.type)
......@@ -1324,7 +1324,7 @@ namespace sw
ASSERT(false);
}
}
Vector4s PixelPipeline::fetchRegisterS(Registers &r, const Src &src)
{
Vector4s *reg;
......@@ -1348,8 +1348,7 @@ namespace sw
case Shader::PARAMETER_TEXTURE: reg = &r.ts[i]; break;
case Shader::PARAMETER_VOID: return r.rs[0]; // Dummy
case Shader::PARAMETER_FLOAT4LITERAL: return r.rs[0]; // Dummy
default:
ASSERT(false);
default: ASSERT(false); return r.rs[0];
}
const Short4 &x = (*reg)[(src.swizzle >> 0) & 0x3];
......@@ -1451,7 +1450,7 @@ namespace sw
return mod;
}
void PixelPipeline::MOV(Vector4s &dst, Vector4s &src0)
{
dst.x = src0.x;
......@@ -1964,5 +1963,5 @@ namespace sw
t0 = AddSat(t0, src0.y);
dst.y = t0;
}
}
}
......@@ -1111,7 +1111,7 @@ namespace sw
majorVersion = (unsigned char)((token[0] & 0x0000FF00) >> 8);
shaderType = (ShaderType)((token[0] & 0xFFFF0000) >> 16);
int length;
int length = 0;
if(shaderType == SHADER_VERTEX)
{
......
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