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gl_rasterizer: Use in-class member initializers where applicable

We can just assign to the members directly in these cases.
nce_cpp
Lioncash 8 years ago
parent
commit
2aa1ec7f8d
  1. 7
      src/video_core/renderer_opengl/gl_rasterizer.cpp
  2. 10
      src/video_core/renderer_opengl/gl_rasterizer.h

7
src/video_core/renderer_opengl/gl_rasterizer.cpp

@ -37,11 +37,6 @@ MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
RasterizerOpenGL::RasterizerOpenGL() {
has_ARB_buffer_storage = false;
has_ARB_direct_state_access = false;
has_ARB_separate_shader_objects = false;
has_ARB_vertex_attrib_binding = false;
// Create sampler objects
for (size_t i = 0; i < texture_samplers.size(); ++i) {
texture_samplers[i].Create();
@ -110,8 +105,6 @@ RasterizerOpenGL::RasterizerOpenGL() {
glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer.handle);
}
accelerate_draw = AccelDraw::Disabled;
glEnable(GL_BLEND);
LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");

10
src/video_core/renderer_opengl/gl_rasterizer.h

@ -135,10 +135,10 @@ private:
/// Syncs the blend state to match the guest state
void SyncBlendState();
bool has_ARB_buffer_storage;
bool has_ARB_direct_state_access;
bool has_ARB_separate_shader_objects;
bool has_ARB_vertex_attrib_binding;
bool has_ARB_buffer_storage = false;
bool has_ARB_direct_state_access = false;
bool has_ARB_separate_shader_objects = false;
bool has_ARB_vertex_attrib_binding = false;
OpenGLState state;
@ -167,5 +167,5 @@ private:
void SetupShaders(u8* buffer_ptr, GLintptr buffer_offset);
enum class AccelDraw { Disabled, Arrays, Indexed };
AccelDraw accelerate_draw;
AccelDraw accelerate_draw = AccelDraw::Disabled;
};
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