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Add resize_initialized and resize_uninitialized to Vector. These functions serve as replacements for resize, to make sure the caller understands whether elements need to be initialized 'by hand' after the call.
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@@ -189,9 +189,9 @@ void ShaderRD::_initialize_version(Version *p_version) {
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p_version->valid = false;
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p_version->dirty = false;
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p_version->variants.resize_zeroed(variant_defines.size());
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p_version->variants.resize_initialized(variant_defines.size());
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p_version->variant_data.resize(variant_defines.size());
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p_version->group_compilation_tasks.resize_zeroed(group_enabled.size());
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p_version->group_compilation_tasks.resize_initialized(group_enabled.size());
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}
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void ShaderRD::_clear_version(Version *p_version) {
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@@ -869,7 +869,7 @@ void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const
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}
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// Set all to groups to false, then enable those that should be default.
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group_enabled.resize_zeroed(max_group_id + 1);
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group_enabled.resize_initialized(max_group_id + 1);
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bool *enabled_ptr = group_enabled.ptrw();
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for (int i = 0; i < p_variant_defines.size(); i++) {
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if (p_variant_defines[i].default_enabled) {
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