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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-05-02 17:45:13 +0200 |
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committer | GitHub <noreply@github.com> | 2022-05-02 17:45:13 +0200 |
commit | 78193788d0e779e1471f632bae61adad4adbc078 (patch) | |
tree | 6e1d28ad398befd964bca92e2bd77dba8a802d76 /servers/rendering/renderer_rd/renderer_scene_sky_rd.h | |
parent | 652650c10c162a9d1e65099aa00bc4bf534a5bad (diff) | |
parent | c273ddc3eefce78f8eed86dbc71fffd1b0443e2a (diff) |
Merge pull request #59895 from akien-mga/clang-tidy
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_sky_rd.h')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_sky_rd.h | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h index 010e2178a9..497d27ec26 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h @@ -106,7 +106,7 @@ private: }; struct SkyShaderData : public RendererRD::ShaderData { - bool valid; + bool valid = false; RID version; PipelineCacheRD pipelines[SKY_VERSION_MAX]; @@ -114,17 +114,17 @@ private: Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; - uint32_t ubo_size; + uint32_t ubo_size = 0; String path; String code; Map<StringName, Map<int, RID>> default_texture_params; - bool uses_time; - bool uses_position; - bool uses_half_res; - bool uses_quarter_res; - bool uses_light; + bool uses_time = false; + bool uses_position = false; + bool uses_half_res = false; + bool uses_quarter_res = false; + bool uses_light = false; virtual void set_code(const String &p_Code); virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); @@ -135,7 +135,8 @@ private: virtual bool casts_shadows() const; virtual Variant get_default_parameter(const StringName &p_parameter) const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; - SkyShaderData(); + + SkyShaderData() {} virtual ~SkyShaderData(); }; |