Assigning a struct only copies the members - any padding is left as is. Thus this code:
struct foo_t foo; foo = bar; leaves the padding of foo intact, ie uninitialized random garbage. This patch fixes constant shader recompiles by initializing the struct to zero. For completeness, memcpy is used to copy the key to the shader struct. Signed-off-by: Lauri Kasanen <c...@gmx.com> --- src/gallium/drivers/r600/r600_state_common.c | 3 ++- 1 files changed, 2 insertions(+), 1 deletions(-) diff --git a/src/gallium/drivers/r600/r600_state_common.c b/src/gallium/drivers/r600/r600_state_common.c index 87a2e2e..fbac576 100644 --- a/src/gallium/drivers/r600/r600_state_common.c +++ b/src/gallium/drivers/r600/r600_state_common.c @@ -715,6 +715,7 @@ static int r600_shader_select(struct pipe_context *ctx, struct r600_pipe_shader * shader = NULL; int r; + memset(&key, 0, sizeof(key)); key = r600_shader_selector_key(ctx, sel); /* Check if we don't need to change anything. @@ -762,7 +763,7 @@ static int r600_shader_select(struct pipe_context *ctx, key = r600_shader_selector_key(ctx, sel); } - shader->key = key; + memcpy(&shader->key, &key, sizeof(key)); sel->num_shaders++; } -- 1.7.2.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev