Fully initialize all members of structs `IdentifierActions`, `GeneratedCode` and `DefaultIdentifierActions`

(cherry picked from commit b38ac30fe0)
This commit is contained in:
Jakub Marcowski 2024-02-06 14:37:29 +01:00 committed by Rémi Verschelde
parent 4cffca7fbc
commit c1547d1337
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GPG Key ID: C3336907360768E1
1 changed files with 17 additions and 17 deletions

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@ -52,38 +52,38 @@ public:
HashMap<StringName, bool *> usage_flag_pointers; HashMap<StringName, bool *> usage_flag_pointers;
HashMap<StringName, bool *> write_flag_pointers; HashMap<StringName, bool *> write_flag_pointers;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms; HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms = nullptr;
}; };
struct GeneratedCode { struct GeneratedCode {
Vector<String> defines; Vector<String> defines;
struct Texture { struct Texture {
StringName name; StringName name;
ShaderLanguage::DataType type; ShaderLanguage::DataType type = ShaderLanguage::DataType::TYPE_VOID;
ShaderLanguage::ShaderNode::Uniform::Hint hint; ShaderLanguage::ShaderNode::Uniform::Hint hint = ShaderLanguage::ShaderNode::Uniform::Hint::HINT_NONE;
bool use_color = false; bool use_color = false;
ShaderLanguage::TextureFilter filter; ShaderLanguage::TextureFilter filter = ShaderLanguage::TextureFilter::FILTER_DEFAULT;
ShaderLanguage::TextureRepeat repeat; ShaderLanguage::TextureRepeat repeat = ShaderLanguage::TextureRepeat::REPEAT_DEFAULT;
bool global; bool global = false;
int array_size; int array_size = 0;
}; };
Vector<Texture> texture_uniforms; Vector<Texture> texture_uniforms;
Vector<uint32_t> uniform_offsets; Vector<uint32_t> uniform_offsets;
uint32_t uniform_total_size; uint32_t uniform_total_size = 0;
String uniforms; String uniforms;
String stage_globals[STAGE_MAX]; String stage_globals[STAGE_MAX];
HashMap<String, String> code; HashMap<String, String> code;
bool uses_global_textures; bool uses_global_textures = false;
bool uses_fragment_time; bool uses_fragment_time = false;
bool uses_vertex_time; bool uses_vertex_time = false;
bool uses_screen_texture_mipmaps; bool uses_screen_texture_mipmaps = false;
bool uses_screen_texture; bool uses_screen_texture = false;
bool uses_depth_texture; bool uses_depth_texture = false;
bool uses_normal_roughness_texture; bool uses_normal_roughness_texture = false;
}; };
struct DefaultIdentifierActions { struct DefaultIdentifierActions {
@ -91,8 +91,8 @@ public:
HashMap<StringName, String> render_mode_defines; HashMap<StringName, String> render_mode_defines;
HashMap<StringName, String> usage_defines; HashMap<StringName, String> usage_defines;
HashMap<StringName, String> custom_samplers; HashMap<StringName, String> custom_samplers;
ShaderLanguage::TextureFilter default_filter; ShaderLanguage::TextureFilter default_filter = ShaderLanguage::TextureFilter::FILTER_DEFAULT;
ShaderLanguage::TextureRepeat default_repeat; ShaderLanguage::TextureRepeat default_repeat = ShaderLanguage::TextureRepeat::REPEAT_DEFAULT;
int base_texture_binding_index = 0; int base_texture_binding_index = 0;
int texture_layout_set = 0; int texture_layout_set = 0;
String base_uniform_string; String base_uniform_string;