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