vkd3d-shader/ir: Explicitly initialize instruction arrays.

Do not assume that zero initialization is enough, for uniformity
of interface and also to support other data structures.
This commit is contained in:
Giovanni Mascellani
2025-09-18 23:44:20 +02:00
committed by Henri Verbeet
parent f49aa3d272
commit fc84f80c96
Notes: Henri Verbeet 2025-09-30 17:26:34 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1760

View File

@@ -4501,6 +4501,8 @@ static enum vkd3d_result vsir_program_flatten_control_flow_constructs(struct vsi
VKD3D_ASSERT(program->cf_type == VSIR_CF_STRUCTURED); VKD3D_ASSERT(program->cf_type == VSIR_CF_STRUCTURED);
shader_instruction_array_init(&flattener.instructions, 0);
if ((result = cf_flattener_iterate_instruction_array(&flattener, message_context)) >= 0) if ((result = cf_flattener_iterate_instruction_array(&flattener, message_context)) >= 0)
{ {
vsir_program_replace_instructions(program, &flattener.instructions); vsir_program_replace_instructions(program, &flattener.instructions);
@@ -4560,14 +4562,14 @@ static enum vkd3d_result vsir_program_lower_switch_to_selection_ladder(struct vs
unsigned int block_count = program->block_count, ssa_count = program->ssa_count, current_label = 0, if_label; unsigned int block_count = program->block_count, ssa_count = program->ssa_count, current_label = 0, if_label;
struct vsir_program_iterator it = vsir_program_iterator(&program->instructions); struct vsir_program_iterator it = vsir_program_iterator(&program->instructions);
struct lower_switch_to_if_ladder_block_mapping *block_map = NULL; struct lower_switch_to_if_ladder_block_mapping *block_map = NULL;
struct vkd3d_shader_instruction_array instructions = {0}; struct vkd3d_shader_instruction_array instructions;
struct vkd3d_shader_instruction *ins, *dst_ins; struct vkd3d_shader_instruction *ins, *dst_ins;
size_t map_capacity = 0, map_count = 0; size_t map_capacity = 0, map_count = 0;
VKD3D_ASSERT(program->cf_type == VSIR_CF_BLOCKS); VKD3D_ASSERT(program->cf_type == VSIR_CF_BLOCKS);
if (!shader_instruction_array_reserve(&instructions, program->instructions.count)) if (!shader_instruction_array_init(&instructions, program->instructions.count))
goto fail; return VKD3D_ERROR_OUT_OF_MEMORY;
/* First subpass: convert SWITCH_MONOLITHIC instructions to /* First subpass: convert SWITCH_MONOLITHIC instructions to
* selection ladders, keeping a map between blocks before and * selection ladders, keeping a map between blocks before and
@@ -4757,7 +4759,7 @@ static enum vkd3d_result vsir_program_materialise_phi_ssas_to_temps(struct vsir_
{ {
struct vsir_program_iterator it = vsir_program_iterator(&program->instructions); struct vsir_program_iterator it = vsir_program_iterator(&program->instructions);
struct ssas_to_temps_block_info *info, *block_info = NULL; struct ssas_to_temps_block_info *info, *block_info = NULL;
struct vkd3d_shader_instruction_array instructions = {0}; struct vkd3d_shader_instruction_array instructions;
struct vkd3d_shader_instruction *ins, *dst_ins; struct vkd3d_shader_instruction *ins, *dst_ins;
struct ssas_to_temps_alloc alloc = {0}; struct ssas_to_temps_alloc alloc = {0};
size_t phi_count, incoming_count; size_t phi_count, incoming_count;
@@ -4765,6 +4767,9 @@ static enum vkd3d_result vsir_program_materialise_phi_ssas_to_temps(struct vsir_
VKD3D_ASSERT(program->cf_type == VSIR_CF_BLOCKS); VKD3D_ASSERT(program->cf_type == VSIR_CF_BLOCKS);
if (!shader_instruction_array_init(&instructions, 0))
return VKD3D_ERROR_OUT_OF_MEMORY;
if (!(block_info = vkd3d_calloc(program->block_count, sizeof(*block_info)))) if (!(block_info = vkd3d_calloc(program->block_count, sizeof(*block_info))))
{ {
ERR("Failed to allocate block info array.\n"); ERR("Failed to allocate block info array.\n");
@@ -7033,7 +7038,7 @@ static enum vkd3d_result vsir_program_structurize(struct vsir_program *program,
target.jump_target_temp_idx = program->temp_count; target.jump_target_temp_idx = program->temp_count;
target.temp_count = program->temp_count + 1; target.temp_count = program->temp_count + 1;
if (!shader_instruction_array_reserve(&target.instructions, target.instructions.count)) if (!shader_instruction_array_init(&target.instructions, 0))
return VKD3D_ERROR_OUT_OF_MEMORY; return VKD3D_ERROR_OUT_OF_MEMORY;
for (ins = vsir_program_iterator_head(&it); ins;) for (ins = vsir_program_iterator_head(&it); ins;)