fix(test): zero-initialize state structs to avoid stack corruption

This commit is contained in:
2026-03-17 23:29:31 +08:00
parent 6fe21710e8
commit b7feca59c4

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@@ -150,7 +150,7 @@ TEST_F(OpenGLTestFixture, CommandList_SetPrimitiveTopology) {
TEST_F(OpenGLTestFixture, CommandList_SetDepthStencilState) { TEST_F(OpenGLTestFixture, CommandList_SetDepthStencilState) {
OpenGLCommandList cmdList; OpenGLCommandList cmdList;
DepthStencilState state; DepthStencilState state = {};
state.depthEnable = true; state.depthEnable = true;
state.depthWriteMask = true; state.depthWriteMask = true;
state.depthFunc = ComparisonFunc::Less; state.depthFunc = ComparisonFunc::Less;
@@ -165,7 +165,7 @@ TEST_F(OpenGLTestFixture, CommandList_SetDepthStencilState) {
TEST_F(OpenGLTestFixture, CommandList_SetBlendState) { TEST_F(OpenGLTestFixture, CommandList_SetBlendState) {
OpenGLCommandList cmdList; OpenGLCommandList cmdList;
BlendState state; BlendState state = {};
state.renderTargets[0].blendEnable = true; state.renderTargets[0].blendEnable = true;
state.renderTargets[0].srcBlend = BlendFactor::SrcAlpha; state.renderTargets[0].srcBlend = BlendFactor::SrcAlpha;
state.renderTargets[0].dstBlend = BlendFactor::InvSrcAlpha; state.renderTargets[0].dstBlend = BlendFactor::InvSrcAlpha;