ShaderManagers: Use aggregate initialization for some variables.

These provide the same semantics, however aggregate initialization
doesn't force the structs to be trivially copyable. memset, on the other
hand, does.
This commit is contained in:
Lioncash 2016-12-10 17:07:28 -05:00
parent 1fa61af413
commit 8dcb05802b
3 changed files with 4 additions and 4 deletions

View File

@ -21,7 +21,7 @@ static bool s_viewport_changed;
void GeometryShaderManager::Init() void GeometryShaderManager::Init()
{ {
memset(&constants, 0, sizeof(constants)); constants = {};
// Init any intial constants which aren't zero when bpmem is zero. // Init any intial constants which aren't zero when bpmem is zero.
SetViewportChanged(); SetViewportChanged();

View File

@ -21,7 +21,7 @@ bool PixelShaderManager::dirty;
void PixelShaderManager::Init() void PixelShaderManager::Init()
{ {
memset(&constants, 0, sizeof(constants)); constants = {};
// Init any intial constants which aren't zero when bpmem is zero. // Init any intial constants which aren't zero when bpmem is zero.
s_bFogRangeAdjustChanged = true; s_bFogRangeAdjustChanged = true;

View File

@ -203,8 +203,8 @@ void VertexShaderManager::Init()
bProjectionChanged = true; bProjectionChanged = true;
bViewportChanged = false; bViewportChanged = false;
memset(&xfmem, 0, sizeof(xfmem)); xfmem = {};
memset(&constants, 0, sizeof(constants)); constants = {};
ResetView(); ResetView();
// TODO: should these go inside ResetView()? // TODO: should these go inside ResetView()?