VideoCommon: Don't add garbage to shader uids in debug builds

There wasn't anything stopping compilers from doing it in release builds either, but most optimizations would make the padding zero
This commit is contained in:
TellowKrinkle 2022-06-04 22:37:06 -05:00
parent 431d757151
commit 3fe1a1a3d7
1 changed files with 2 additions and 0 deletions

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@ -71,6 +71,8 @@ public:
static_assert(std::is_trivially_copyable_v<uid_data>, static_assert(std::is_trivially_copyable_v<uid_data>,
"uid_data must be a trivially copyable type"); "uid_data must be a trivially copyable type");
ShaderUid() { memset(GetUidData(), 0, GetUidDataSize()); }
bool operator==(const ShaderUid& obj) const bool operator==(const ShaderUid& obj) const
{ {
return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) == 0; return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) == 0;