libobs-d3d11: Use member initialization
Instead of using initializer lists, use member initialization to clean up the default values for member variables
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@ -421,20 +421,7 @@ void gs_device::UpdateViewProjMatrix()
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}
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gs_device::gs_device(const gs_init_data *data)
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: curRenderTarget (NULL),
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curZStencilBuffer (NULL),
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curRenderSide (0),
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curIndexBuffer (NULL),
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curVertexBuffer (NULL),
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curVertexShader (NULL),
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curPixelShader (NULL),
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curSwapChain (&defaultSwap),
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zstencilStateChanged (true),
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rasterStateChanged (true),
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blendStateChanged (true),
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curDepthStencilState (NULL),
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curRasterState (NULL),
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curBlendState (NULL),
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: curSwapChain (&defaultSwap),
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curToplogy (D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
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{
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ComPtr<IDXGIAdapter1> adapter;
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@ -279,14 +279,14 @@ struct gs_texture_2d : gs_texture {
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ComPtr<ID3D11RenderTargetView> renderTarget[6];
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ComPtr<IDXGISurface1> gdiSurface;
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uint32_t width, height;
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DXGI_FORMAT dxgiFormat;
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bool isRenderTarget;
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bool isGDICompatible;
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bool isDynamic;
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bool isShared;
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bool genMipmaps;
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uint32_t sharedHandle;
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uint32_t width = 0, height = 0;
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DXGI_FORMAT dxgiFormat = DXGI_FORMAT_UNKNOWN;
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bool isRenderTarget = false;
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bool isGDICompatible = false;
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bool isDynamic = false;
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bool isShared = false;
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bool genMipmaps = false;
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uint32_t sharedHandle = 0;
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void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd, const uint8_t **data);
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void InitTexture(const uint8_t **data);
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@ -294,16 +294,7 @@ struct gs_texture_2d : gs_texture {
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void InitRenderTargets();
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inline gs_texture_2d()
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: gs_texture (NULL, GS_TEXTURE_2D, 0, GS_UNKNOWN),
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width (0),
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height (0),
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dxgiFormat (DXGI_FORMAT_UNKNOWN),
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isRenderTarget (false),
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isGDICompatible (false),
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isDynamic (false),
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isShared (false),
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genMipmaps (false),
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sharedHandle (NULL)
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: gs_texture (NULL, GS_TEXTURE_2D, 0, GS_UNKNOWN)
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{
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}
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@ -619,32 +610,32 @@ struct gs_device {
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ComPtr<ID3D11DeviceContext> context;
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gs_swap_chain defaultSwap;
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gs_texture_2d *curRenderTarget;
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gs_zstencil_buffer *curZStencilBuffer;
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int curRenderSide;
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gs_texture_2d *curRenderTarget = nullptr;
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gs_zstencil_buffer *curZStencilBuffer = nullptr;
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int curRenderSide = 0;
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gs_texture *curTextures[GS_MAX_TEXTURES];
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gs_sampler_state *curSamplers[GS_MAX_TEXTURES];
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gs_vertex_buffer *curVertexBuffer;
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gs_index_buffer *curIndexBuffer;
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gs_vertex_shader *curVertexShader;
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gs_pixel_shader *curPixelShader;
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gs_vertex_buffer *curVertexBuffer = nullptr;
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gs_index_buffer *curIndexBuffer = nullptr;
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gs_vertex_shader *curVertexShader = nullptr;
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gs_pixel_shader *curPixelShader = nullptr;
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gs_swap_chain *curSwapChain;
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bool zstencilStateChanged;
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bool rasterStateChanged;
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bool blendStateChanged;
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bool zstencilStateChanged = true;
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bool rasterStateChanged = true;
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bool blendStateChanged = true;
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ZStencilState zstencilState;
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RasterState rasterState;
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BlendState blendState;
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vector<SavedZStencilState> zstencilStates;
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vector<SavedRasterState> rasterStates;
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vector<SavedBlendState> blendStates;
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ID3D11DepthStencilState *curDepthStencilState;
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ID3D11RasterizerState *curRasterState;
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ID3D11BlendState *curBlendState;
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ID3D11DepthStencilState *curDepthStencilState = nullptr;
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ID3D11RasterizerState *curRasterState = nullptr;
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ID3D11BlendState *curBlendState = nullptr;
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D3D11_PRIMITIVE_TOPOLOGY curToplogy;
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pD3DCompile d3dCompile;
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pD3DCompile d3dCompile = nullptr;
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gs_rect viewport;
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@ -163,11 +163,7 @@ gs_texture_2d::gs_texture_2d(gs_device_t *device, uint32_t width,
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}
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gs_texture_2d::gs_texture_2d(gs_device_t *device, uint32_t handle)
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: isRenderTarget (false),
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isGDICompatible (false),
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isDynamic (false),
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isShared (true),
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genMipmaps (false),
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: isShared (true),
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sharedHandle (handle)
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{
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HRESULT hr;
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