mirror of https://github.com/PCSX2/pcsx2.git
GS:OGL: Don't memset C++ objects
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099ddfedc7
commit
294855700d
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@ -51,18 +51,6 @@ GSDeviceOGL::GSDeviceOGL()
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, m_fbo_read(0)
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, m_fbo_read(0)
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, m_palette_ss(0)
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, m_palette_ss(0)
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{
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{
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memset(&m_merge_obj, 0, sizeof(m_merge_obj));
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memset(&m_interlace, 0, sizeof(m_interlace));
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memset(&m_convert, 0, sizeof(m_convert));
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memset(&m_fxaa, 0, sizeof(m_fxaa));
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#ifndef PCSX2_CORE
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memset(&m_shaderfx, 0, sizeof(m_shaderfx));
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#endif
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memset(&m_date, 0, sizeof(m_date));
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memset(&m_shadeboost, 0, sizeof(m_shadeboost));
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memset(&m_om_dss, 0, sizeof(m_om_dss));
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memset(&m_profiler, 0, sizeof(m_profiler));
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// Reset the debug file
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// Reset the debug file
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#ifdef ENABLE_OGL_DEBUG
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#ifdef ENABLE_OGL_DEBUG
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m_debug_gl_file = fopen("GS_opengl_debug.txt", "w");
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m_debug_gl_file = fopen("GS_opengl_debug.txt", "w");
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@ -249,10 +249,10 @@ private:
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{
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{
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std::string vs;
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std::string vs;
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GL::Program ps[static_cast<int>(ShaderConvert::Count)]; // program object
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GL::Program ps[static_cast<int>(ShaderConvert::Count)]; // program object
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GLuint ln; // sampler object
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GLuint ln = 0; // sampler object
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GLuint pt; // sampler object
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GLuint pt = 0; // sampler object
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GSDepthStencilOGL* dss;
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GSDepthStencilOGL* dss = nullptr;
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GSDepthStencilOGL* dss_write;
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GSDepthStencilOGL* dss_write = nullptr;
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} m_convert;
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} m_convert;
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struct
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struct
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@ -269,8 +269,8 @@ private:
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struct
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struct
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{
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{
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GSDepthStencilOGL* dss;
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GSDepthStencilOGL* dss = nullptr;
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GSTexture* t;
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GSTexture* t = nullptr;
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} m_date;
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} m_date;
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struct
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struct
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@ -280,14 +280,14 @@ private:
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struct
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struct
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{
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{
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u16 last_query;
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u16 last_query = 0;
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GLuint timer_query[1 << 16];
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GLuint timer_query[1 << 16] = {};
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GLuint timer() { return timer_query[last_query]; }
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GLuint timer() { return timer_query[last_query]; }
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} m_profiler;
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} m_profiler;
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GLuint m_ps_ss[1 << 8];
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GLuint m_ps_ss[1 << 8];
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GSDepthStencilOGL* m_om_dss[1 << 5];
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GSDepthStencilOGL* m_om_dss[1 << 5] = {};
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std::unordered_map<ProgramSelector, GL::Program, ProgramSelectorHash> m_programs;
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std::unordered_map<ProgramSelector, GL::Program, ProgramSelectorHash> m_programs;
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GL::ShaderCache m_shader_cache;
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GL::ShaderCache m_shader_cache;
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