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.
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@ -21,7 +21,7 @@ static bool s_viewport_changed;
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void GeometryShaderManager::Init()
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void GeometryShaderManager::Init()
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{
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{
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memset(&constants, 0, sizeof(constants));
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constants = {};
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// Init any intial constants which aren't zero when bpmem is zero.
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// Init any intial constants which aren't zero when bpmem is zero.
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SetViewportChanged();
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SetViewportChanged();
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@ -21,7 +21,7 @@ bool PixelShaderManager::dirty;
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void PixelShaderManager::Init()
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void PixelShaderManager::Init()
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{
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{
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memset(&constants, 0, sizeof(constants));
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constants = {};
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// Init any intial constants which aren't zero when bpmem is zero.
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// Init any intial constants which aren't zero when bpmem is zero.
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s_bFogRangeAdjustChanged = true;
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s_bFogRangeAdjustChanged = true;
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@ -203,8 +203,8 @@ void VertexShaderManager::Init()
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bProjectionChanged = true;
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bProjectionChanged = true;
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bViewportChanged = false;
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bViewportChanged = false;
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memset(&xfmem, 0, sizeof(xfmem));
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xfmem = {};
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memset(&constants, 0, sizeof(constants));
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constants = {};
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ResetView();
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ResetView();
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// TODO: should these go inside ResetView()?
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// TODO: should these go inside ResetView()?
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