Evas 3d: Initialized local variables
authorDeepjyoti Dutta <deepjyoti.d@samsung.com>
Tue, 24 Nov 2015 08:03:58 +0000 (17:03 +0900)
committerJean-Philippe Andre <jp.andre@samsung.com>
Tue, 24 Nov 2015 08:05:20 +0000 (17:05 +0900)
Summary:
The OpenGL functions  assigns a value to the local variable. However,
in case of error it would take the uninitialized garbage value. So, the
correct solution would be to initialize it to 0.

Signed-off-by: Deepjyoti Dutta <deepjyoti.d@samsung.com>
Reviewers: Hermet, singh.amitesh, raster, jpeg

Reviewed By: jpeg

Subscribers: yashu21985, mvsovani, alok25, sachin.dev, cedric

Differential Revision: https://phab.enlightenment.org/D3375

src/modules/evas/engines/gl_common/evas_gl_3d_shader.c

index 580d952..c013762 100644 (file)
@@ -190,7 +190,7 @@ void _shader_flags_add(E3D_Shader_String *shader, E3D_Shader_Flag flags)
 static inline Eina_Bool
 _shader_compile(GLuint shader, const char *src)
 {
-   GLint ok;
+   GLint ok = 0;
 
    glShaderSource(shader, 1, &src, NULL);
    glCompileShader(shader);
@@ -217,7 +217,7 @@ _shader_compile(GLuint shader, const char *src)
 static inline Eina_Bool
 _program_build(E3D_Program *program, const char *vert_src, const char *frag_src)
 {
-   GLint ok;
+   GLint ok = 0;
 
    /* Create OpenGL vertex & fragment shader object. */
    program->vert = glCreateShader(GL_VERTEX_SHADER);
@@ -253,7 +253,7 @@ _program_build(E3D_Program *program, const char *vert_src, const char *frag_src)
    if (!ok)
      {
         GLchar   *log_str;
-        GLint     len;
+        GLint     len = 0;
         GLsizei   info_len;
 
         glGetProgramiv(program->prog, GL_INFO_LOG_LENGTH, &len);