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