diff options
| author | NeoBrainX <NeoBrainX@googlemail.com> | 2011-09-29 23:32:05 +0200 |
|---|---|---|
| committer | NeoBrainX <NeoBrainX@googlemail.com> | 2011-09-29 23:32:39 +0200 |
| commit | 81c614fa07dd4949351d1fd13f9bbf03a956cdac (patch) | |
| tree | 86fd500b02b03228af40126978c58f6052426d50 /Source/Core/VideoCommon/Src/VertexShaderGen.cpp | |
| parent | ddfe219293e3af9e04f7020f0557736e1762370b (diff) | |
Clean up various things.
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index 8400fde9a5..5076f9f044 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -26,12 +26,11 @@ #include "VertexShaderGen.h" #include "VideoConfig.h" -VERTEXSHADERUID last_vertex_shader_uid; - // Mash together all the inputs that contribute to the code of a generated vertex shader into // a unique identifier, basically containing all the bits. Yup, it's a lot .... void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components) { + memset(uid->values, 0, sizeof(uid->values)); uid->values[0] = components | (xfregs.numTexGen.numTexGens << 23) | (xfregs.numChan.numColorChans << 27) | @@ -67,6 +66,7 @@ void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components) void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components) { // Just store all used registers here without caring whether we need all bits or less. + memset(uid->values, 0, sizeof(uid->values)); u32* ptr = uid->values; *ptr++ = components; *ptr++ = xfregs.numTexGen.hex; |
