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authorLioncash <mathew1800@gmail.com>2016-02-15 23:11:43 -0500
committerLioncash <mathew1800@gmail.com>2016-02-15 23:40:34 -0500
commit69c82f32ff7f835a96eee67060f0d485438aa517 (patch)
tree27ac481fd3caff05d533c7acb0d00e5c910f5a8a /Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
parent2c5fcad5f5970404ec416fb30a50be4cdc654034 (diff)
NativeVertexFormat: Use in-class initialization
Diffstat (limited to 'Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp18
1 files changed, 10 insertions, 8 deletions
diff --git a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
index be29d9fbfe..b112ee1c04 100644
--- a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
+++ b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
@@ -2,6 +2,8 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
+#include <array>
+
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoBackends/D3D/D3DState.h"
@@ -14,16 +16,17 @@ namespace DX11
class D3DVertexFormat : public NativeVertexFormat
{
- D3D11_INPUT_ELEMENT_DESC m_elems[32];
- UINT m_num_elems;
-
- ID3D11InputLayout* m_layout;
-
public:
D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
~D3DVertexFormat() { SAFE_RELEASE(m_layout); }
void SetupVertexPointers();
+
+private:
+ std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};
+ UINT m_num_elems = 0;
+
+ ID3D11InputLayout* m_layout = nullptr;
};
NativeVertexFormat* VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
@@ -57,10 +60,9 @@ DXGI_FORMAT VarToD3D(VarType t, int size, bool integer)
}
D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& _vtx_decl)
- : m_num_elems(0), m_layout(nullptr)
{
this->vtx_decl = _vtx_decl;
- memset(m_elems, 0, sizeof(m_elems));
+
const AttributeFormat* format = &_vtx_decl.position;
if (format->enable)
@@ -134,7 +136,7 @@ void D3DVertexFormat::SetupVertexPointers()
// changes.
D3DBlob* vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
- HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems, m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
+ HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
}