VideoCommon: Remove unnecessary memset on ShaderUid instances.

Zero-initialization zeroes out all members and padding bits, so this is
safe to do. While we're at it, also add static assertions that enforce
the necessary requirements of a UID type explicitly within the ShaderUid
class.

This way, we can remove several memset calls around the shader
generation code that makes sure the underlying UID data is zeroed out.
Now our ShaderUid class enforces this for us, so we don't need to care about
it at the usage sites.
This commit is contained in:
Lioncash
2019-05-30 01:05:06 -04:00
parent 80d8173d29
commit 149a97e396
12 changed files with 37 additions and 54 deletions

View File

@ -2,13 +2,11 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <array>
#include <cstring>
#include "VideoCommon/TextureConverterShaderGen.h"
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/TextureConverterShaderGen.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
@ -18,9 +16,8 @@ TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_i
bool scale_by_half, bool copy_filter)
{
TCShaderUid out;
UidData* uid_data = out.GetUidData<UidData>();
memset(uid_data, 0, sizeof(*uid_data));
UidData* const uid_data = out.GetUidData();
uid_data->dst_format = dst_format;
uid_data->efb_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
uid_data->is_depth_copy = is_depth_copy;