[Refs #87: Static Analysis] Ensure indices are initialised

This commit is contained in:
baldurk
2014-10-05 18:44:50 +01:00
parent 3c0e4357c4
commit 47edff3d5b
2 changed files with 3 additions and 3 deletions
@@ -1937,7 +1937,7 @@ void WrappedID3D11DeviceContext::SOSetTargets(UINT NumBuffers, ID3D11Buffer *con
m_CurrentPipelineState->ChangeRefWrite(m_CurrentPipelineState->SO.Buffers, ppSOTargets, 0, NumBuffers);
m_CurrentPipelineState->Change(m_CurrentPipelineState->SO.Offsets, pOffsets, 0, NumBuffers);
ID3D11Buffer *bufs[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
ID3D11Buffer *bufs[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] = {0};
for(UINT i=0; i < NumBuffers; i++)
{
// technically this isn't dirty until the draw call, but let's be conservative
@@ -601,7 +601,7 @@ void State::SetDst(const ASMOperand &dstoper, const ASMOperation &op, const Shad
{
ShaderVariable *v = NULL;
uint32_t indices[4];
uint32_t indices[4] = {0};
RDCASSERT(dstoper.indices.size() <= 4);
@@ -778,7 +778,7 @@ ShaderVariable State::GetSrc(const ASMOperand &oper, const ASMOperation &op) con
{
ShaderVariable v, s;
uint32_t indices[4];
uint32_t indices[4] = {0};
RDCASSERT(oper.indices.size() <= 4);