wined3d: Completely initialize "correction_params" in shader_glsl_load_constants() (Valgrind).
Leaving the last two elements uninitialized is mostly harmless since the shader doesn't actually use them, but the driver might try to do some kind of analysis on them.
This commit is contained in:
parent
c7780791ea
commit
de1450788b
|
@ -944,17 +944,15 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
|
|||
|
||||
if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
|
||||
{
|
||||
float correction_params[4];
|
||||
|
||||
if (context->render_offscreen)
|
||||
float correction_params[] =
|
||||
{
|
||||
correction_params[0] = 0.0f;
|
||||
correction_params[1] = 1.0f;
|
||||
} else {
|
||||
/* position is window relative, not viewport relative */
|
||||
correction_params[0] = (float) context->current_rt->resource.height;
|
||||
correction_params[1] = -1.0f;
|
||||
}
|
||||
context->render_offscreen ? 0.0f : (float)context->current_rt->resource.height,
|
||||
context->render_offscreen ? 1.0f : -1.0f,
|
||||
0.0f,
|
||||
0.0f,
|
||||
};
|
||||
|
||||
GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, correction_params));
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue