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https://github.com/baldurk/renderdoc.git
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[Coverity] Fix uninitialised members in replay API structures
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@@ -31,7 +31,7 @@ struct D3D11PipelineState
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struct InputAssembler
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{
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InputAssembler() : Bytecode(NULL) {}
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InputAssembler() : Bytecode(NULL), customName(false) {}
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struct LayoutInput
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{
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@@ -69,7 +69,7 @@ struct D3D11PipelineState
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struct ShaderStage
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{
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ShaderStage() : Shader(), ShaderDetails(NULL) {}
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ShaderStage() : Shader(), customName(false), ShaderDetails(NULL), stage(eShaderStage_Vertex) {}
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ResourceId Shader;
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rdctype::str ShaderName;
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bool32 customName;
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@@ -220,7 +220,7 @@ struct D3D11PipelineState
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struct DepthStencilState
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{
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DepthStencilState()
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: State(), DepthEnable(false), StencilEnable(false),
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: State(), DepthEnable(false), DepthWrites(false), StencilEnable(false),
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StencilReadMask(0), StencilWriteMask(0), StencilRef(0) {}
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ResourceId State;
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bool32 DepthEnable;
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@@ -27,7 +27,8 @@
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struct FloatVector
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{
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FloatVector() {}
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FloatVector()
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: x(0.0f), y(0.0f), z(0.0f), w(0.0f) {}
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FloatVector(float X, float Y, float Z, float W)
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: x(X), y(Y), z(Z), w(W) {}
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float x, y, z, w;
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@@ -421,7 +422,7 @@ struct CounterDescription
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struct CounterResult
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{
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CounterResult() : eventID(0) { value.u64 = 0; }
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CounterResult() : eventID(0), counterID(0) { value.u64 = 0; }
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CounterResult(uint32_t EID, uint32_t c, float data) : eventID(EID), counterID(c) { value.f = data; }
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CounterResult(uint32_t EID, uint32_t c, double data) : eventID(EID), counterID(c) { value.d = data; }
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CounterResult(uint32_t EID, uint32_t c, uint32_t data) : eventID(EID), counterID(c) { value.u32 = data; }
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@@ -75,7 +75,8 @@ struct GLPipelineState
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ShaderStage()
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: Shader()
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, customShaderName(false), customProgramName(false)
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, customPipelineName(false), ShaderDetails(NULL) {}
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, PipelineActive(false), customPipelineName(false)
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, ShaderDetails(NULL), stage(eShaderStage_Vertex) {}
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ResourceId Shader;
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rdctype::str ShaderName;
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@@ -226,9 +227,14 @@ struct GLPipelineState
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struct RasterizerState
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{
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RasterizerState()
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: FillMode(eFill_Solid), CullMode(eCull_None), FrontCCW(false), DepthBias(0),
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SlopeScaledDepthBias(0.0f), OffsetClamp(0.0f), DepthClamp(false),
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MultisampleEnable(false) {}
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: FillMode(eFill_Solid), CullMode(eCull_None), FrontCCW(false), DepthBias(0)
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, SlopeScaledDepthBias(0.0f), OffsetClamp(0.0f), DepthClamp(false)
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, MultisampleEnable(false), SampleShading(false), SampleMask(false)
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, SampleMaskValue(~0U), SampleCoverage(false), SampleCoverageInvert(false)
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, SampleCoverageValue(1.0f), SampleAlphaToCoverage(false), SampleAlphaToOne(false)
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, MinSampleShadingRate(0.0f), ProgrammablePointSize(false), PointSize(1.0f)
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, LineWidth(1.0f), PointFadeThreshold(0.0f), PointOriginUpperLeft(false)
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{}
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TriangleFillMode FillMode;
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TriangleCullMode CullMode;
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bool32 FrontCCW;
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@@ -296,6 +302,7 @@ struct GLPipelineState
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struct Attachment
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{
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Attachment() : Obj(), Layer(0), Mip(0) {}
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ResourceId Obj;
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uint32_t Layer;
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uint32_t Mip;
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@@ -303,7 +310,7 @@ struct GLPipelineState
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struct FBO
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{
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FBO() : Obj(), Depth(), Stencil() {}
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FBO() : Obj(), Depth(), Stencil(), ReadBuffer(0) {}
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ResourceId Obj;
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rdctype::array<Attachment> Color;
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Attachment Depth;
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@@ -35,12 +35,14 @@ struct ShaderVariable
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ShaderVariable()
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{
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name = ""; rows = columns = 0;
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isStruct = false;
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type = eVar_Float;
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for(int i=0; i < 16; i++) value.uv[i] = 0;
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}
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ShaderVariable(const char *n, float x, float y, float z, float w)
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{
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name = n; rows = 1; columns = 4;
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isStruct = false;
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for(int i=0; i < 16; i++) value.uv[i] = 0;
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type = eVar_Float;
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value.f.x = x; value.f.y = y; value.f.z = z; value.f.w = w;
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@@ -48,6 +50,7 @@ struct ShaderVariable
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ShaderVariable(const char *n, int x, int y, int z, int w)
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{
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name = n; rows = 1; columns = 4;
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isStruct = false;
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for(int i=0; i < 16; i++) value.uv[i] = 0;
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type = eVar_Int;
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value.i.x = x; value.i.y = y; value.i.z = z; value.i.w = w;
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@@ -55,6 +58,7 @@ struct ShaderVariable
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ShaderVariable(const char *n, uint32_t x, uint32_t y, uint32_t z, uint32_t w)
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{
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name = n; rows = 1; columns = 4;
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isStruct = false;
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for(int i=0; i < 16; i++) value.uv[i] = 0;
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type = eVar_UInt;
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value.u.x = x; value.u.y = y; value.u.z = z; value.u.w = w;
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@@ -126,7 +126,7 @@ struct VulkanPipelineState
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struct ShaderStage
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{
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ShaderStage() : Shader(), ShaderDetails(NULL), customName(false) {}
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ShaderStage() : Shader(), ShaderDetails(NULL), customName(false), stage(eShaderStage_Vertex) {}
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ResourceId Shader;
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rdctype::str entryPoint;
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