Use std::fill and std::copy where possible

This commit is contained in:
ergo720 2020-10-11 15:59:43 +02:00
parent 47ea099a92
commit a4d1807b4c
2 changed files with 5 additions and 19 deletions

View File

@ -4614,7 +4614,7 @@ xbox::void_xt WINAPI xbox::EMUPATCH(D3DDevice_SetVertexData4f)
}
for (unsigned i = 0; i < (g_InlineVertexBuffer_TableLength - InlineVertexBuffer_TableLength_Original); ++i) {
g_InlineVertexBuffer_Table.emplace_back(_D3DIVB{});
g_InlineVertexBuffer_Table.emplace_back();
}
EmuLog(LOG_LEVEL::DEBUG, "Expanded g_InlineVertexBuffer_Table to %u entries", g_InlineVertexBuffer_TableLength);

View File

@ -75,9 +75,7 @@ _D3DIVB::_D3DIVB()
Position.y = 0.0f;
Position.z = 0.0f;
Rhw = 0.0f;
for (unsigned i = 0; i < 4; ++i) {
Blend[i] = 0.0f;
}
std::fill(std::begin(Blend), std::end(Blend), 0.0f);
Normal.x = 0.0f;
Normal.y = 0.0f;
Normal.z = 0.0f;
@ -86,12 +84,7 @@ _D3DIVB::_D3DIVB()
Fog = 0.0f;
BackDiffuse = 0u;
BackSpecular = 0u;
for (unsigned i = 0; i < 4; ++i) {
TexCoord[i].x = 0.0f;
TexCoord[i].y = 0.0f;
TexCoord[i].z = 0.0f;
TexCoord[i].w = 0.0f;
}
std::fill(std::begin(TexCoord), std::end(TexCoord), D3DXVECTOR4{ 0.0f , 0.0f, 0.0f, 0.0f });
}
struct _D3DIVB &_D3DIVB::operator=(const struct _D3DIVB &Val)
@ -100,9 +93,7 @@ struct _D3DIVB &_D3DIVB::operator=(const struct _D3DIVB &Val)
Position.y = Val.Position.y;
Position.z = Val.Position.z;
Rhw = Val.Rhw;
for (unsigned i = 0; i < 4; ++i) {
Blend[i] = Val.Blend[i];
}
std::copy(std::begin(Val.Blend), std::end(Val.Blend), std::begin(Blend));
Normal.x = Val.Normal.x;
Normal.y = Val.Normal.y;
Normal.z = Val.Normal.z;
@ -111,12 +102,7 @@ struct _D3DIVB &_D3DIVB::operator=(const struct _D3DIVB &Val)
Fog = Val.Fog;
BackDiffuse = Val.BackDiffuse;
BackSpecular = Val.BackSpecular;
for (unsigned i = 0; i < 4; ++i) {
TexCoord[i].x = Val.TexCoord[i].x;
TexCoord[i].y = Val.TexCoord[i].y;
TexCoord[i].z = Val.TexCoord[i].z;
TexCoord[i].w = Val.TexCoord[i].w;
}
std::copy(std::begin(Val.TexCoord), std::end(Val.TexCoord), std::begin(TexCoord));
return *this;
}