libobs-d3d11: Use member initialization

Instead of using initializer lists, use member initialization to clean
up the default values for member variables
This commit is contained in:
jp9000 2015-02-09 01:02:12 -08:00
parent 8943ccc1d6
commit f4406e71f4
3 changed files with 25 additions and 51 deletions

View File

@ -421,20 +421,7 @@ void gs_device::UpdateViewProjMatrix()
}
gs_device::gs_device(const gs_init_data *data)
: curRenderTarget (NULL),
curZStencilBuffer (NULL),
curRenderSide (0),
curIndexBuffer (NULL),
curVertexBuffer (NULL),
curVertexShader (NULL),
curPixelShader (NULL),
curSwapChain (&defaultSwap),
zstencilStateChanged (true),
rasterStateChanged (true),
blendStateChanged (true),
curDepthStencilState (NULL),
curRasterState (NULL),
curBlendState (NULL),
: curSwapChain (&defaultSwap),
curToplogy (D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
{
ComPtr<IDXGIAdapter1> adapter;

View File

@ -279,14 +279,14 @@ struct gs_texture_2d : gs_texture {
ComPtr<ID3D11RenderTargetView> renderTarget[6];
ComPtr<IDXGISurface1> gdiSurface;
uint32_t width, height;
DXGI_FORMAT dxgiFormat;
bool isRenderTarget;
bool isGDICompatible;
bool isDynamic;
bool isShared;
bool genMipmaps;
uint32_t sharedHandle;
uint32_t width = 0, height = 0;
DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
bool isRenderTarget = false;
bool isGDICompatible = false;
bool isDynamic = false;
bool isShared = false;
bool genMipmaps = false;
uint32_t sharedHandle = 0;
void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd, const uint8_t **data);
void InitTexture(const uint8_t **data);
@ -294,16 +294,7 @@ struct gs_texture_2d : gs_texture {
void InitRenderTargets();
inline gs_texture_2d()
: gs_texture (NULL, GS_TEXTURE_2D, 0, GS_UNKNOWN),
width (0),
height (0),
dxgiFormat (DXGI_FORMAT_UNKNOWN),
isRenderTarget (false),
isGDICompatible (false),
isDynamic (false),
isShared (false),
genMipmaps (false),
sharedHandle (NULL)
: gs_texture (NULL, GS_TEXTURE_2D, 0, GS_UNKNOWN)
{
}
@ -619,32 +610,32 @@ struct gs_device {
ComPtr<ID3D11DeviceContext> context;
gs_swap_chain defaultSwap;
gs_texture_2d *curRenderTarget;
gs_zstencil_buffer *curZStencilBuffer;
int curRenderSide;
gs_texture_2d *curRenderTarget = nullptr;
gs_zstencil_buffer *curZStencilBuffer = nullptr;
int curRenderSide = 0;
gs_texture *curTextures[GS_MAX_TEXTURES];
gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
gs_vertex_buffer *curVertexBuffer;
gs_index_buffer *curIndexBuffer;
gs_vertex_shader *curVertexShader;
gs_pixel_shader *curPixelShader;
gs_vertex_buffer *curVertexBuffer = nullptr;
gs_index_buffer *curIndexBuffer = nullptr;
gs_vertex_shader *curVertexShader = nullptr;
gs_pixel_shader *curPixelShader = nullptr;
gs_swap_chain *curSwapChain;
bool zstencilStateChanged;
bool rasterStateChanged;
bool blendStateChanged;
bool zstencilStateChanged = true;
bool rasterStateChanged = true;
bool blendStateChanged = true;
ZStencilState zstencilState;
RasterState rasterState;
BlendState blendState;
vector<SavedZStencilState> zstencilStates;
vector<SavedRasterState> rasterStates;
vector<SavedBlendState> blendStates;
ID3D11DepthStencilState *curDepthStencilState;
ID3D11RasterizerState *curRasterState;
ID3D11BlendState *curBlendState;
ID3D11DepthStencilState *curDepthStencilState = nullptr;
ID3D11RasterizerState *curRasterState = nullptr;
ID3D11BlendState *curBlendState = nullptr;
D3D11_PRIMITIVE_TOPOLOGY curToplogy;
pD3DCompile d3dCompile;
pD3DCompile d3dCompile = nullptr;
gs_rect viewport;

View File

@ -163,11 +163,7 @@ gs_texture_2d::gs_texture_2d(gs_device_t *device, uint32_t width,
}
gs_texture_2d::gs_texture_2d(gs_device_t *device, uint32_t handle)
: isRenderTarget (false),
isGDICompatible (false),
isDynamic (false),
isShared (true),
genMipmaps (false),
: isShared (true),
sharedHandle (handle)
{
HRESULT hr;