Fix Valgrind skinning bug

This should take care of all the issues like:

Conditional jump or move depends on uninitialised value(s)
   SkRect::join(float, float, float, float) (SkRect.cpp:119)
   join (SkRect.h:1370)
   GrDrawVerticesOp::GrDrawVerticesOp(...) (GrDrawVerticesOp.cpp:105)

Change-Id: I520ea55c9e310017bd8d5e2a7c9c343e3ac8eb40
Reviewed-on: https://skia-review.googlesource.com/142101
Commit-Queue: Ben Wagner <bungeman@google.com>
Auto-Submit: Robert Phillips <robertphillips@google.com>
Reviewed-by: Ben Wagner <bungeman@google.com>
This commit is contained in:
Robert Phillips 2018-07-18 08:27:19 -04:00 committed by Skia Commit-Bot
parent c3c1c319d2
commit dc97fdc235

View File

@ -98,7 +98,7 @@ GrDrawVerticesOp::GrDrawVerticesOp(const Helper::MakeArgs& helperArgs, GrColor c
if (this->hasBones()) {
// We don't know the bounds if there are deformations involved, so attempt to calculate
// the maximum possible.
SkRect bounds;
SkRect bounds = SkRect::MakeEmpty();
const SkRect originalBounds = bones[0].mapRect(mesh.fVertices->bounds());
for (int i = 1; i < boneCount; i++) {
const SkMatrix& matrix = bones[i];