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authorLioncash <mathew1800@gmail.com>2016-12-10 17:07:28 -0500
committerLioncash <mathew1800@gmail.com>2016-12-10 17:33:51 -0500
commit8dcb05802b8f16e84169e4e3b64789707a939787 (patch)
tree91ebe66b3f6b4301c1b97c0173adbfb8b522851e /Source/Core/VideoCommon/VertexShaderManager.cpp
parent1fa61af41329652ee92030825f9347d3d3f7ce93 (diff)
ShaderManagers: Use aggregate initialization for some variables.
These provide the same semantics, however aggregate initialization doesn't force the structs to be trivially copyable. memset, on the other hand, does.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderManager.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderManager.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index aa7ea1c2a6..c7331fe446 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -203,8 +203,8 @@ void VertexShaderManager::Init()
bProjectionChanged = true;
bViewportChanged = false;
- memset(&xfmem, 0, sizeof(xfmem));
- memset(&constants, 0, sizeof(constants));
+ xfmem = {};
+ constants = {};
ResetView();
// TODO: should these go inside ResetView()?