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
static inline Eina_Bool
_shader_compile(GLuint shader, const char *src)
{
- GLint ok;
+ GLint ok = 0;
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
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);
if (!ok)
{
GLchar *log_str;
- GLint len;
+ GLint len = 0;
GLsizei info_len;
glGetProgramiv(program->prog, GL_INFO_LOG_LENGTH, &len);