Michael Stefaniuc : wined3d: Use assignment instead of memcpy to copy structs.

Alexandre Julliard julliard at winehq.org
Mon Jan 28 13:43:19 CST 2013


Module: wine
Branch: master
Commit: b28aff0dd72686774dfe159daf92b29cbb86ec21
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=b28aff0dd72686774dfe159daf92b29cbb86ec21

Author: Michael Stefaniuc <mstefani at redhat.de>
Date:   Sun Jan 27 22:57:20 2013 +0100

wined3d: Use assignment instead of memcpy to copy structs.

---

 dlls/wined3d/arb_program_shader.c  |    2 +-
 dlls/wined3d/ati_fragment_shader.c |    2 +-
 dlls/wined3d/stateblock.c          |    8 ++++----
 3 files changed, 6 insertions(+), 6 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 31ee94a..2fd5108 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -6448,7 +6448,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
                 return;
             }
 
-            memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
+            new_desc->parent.settings = settings;
             new_desc->shader = gen_arbfp_ffp_shader(&settings, gl_info);
             add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index 75d1dfe..5657732 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -861,7 +861,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
             new_desc->num_textures_used = i + 1;
         }
 
-        memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
+        new_desc->parent.settings = settings;
         new_desc->shader = gen_ati_shader(settings.op, gl_info);
         add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
         TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 10104e1..6f55dc3 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -1168,11 +1168,11 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
     memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL));
 
     /* Set some of the defaults for lights, transforms etc */
-    memcpy(&state->transforms[WINED3D_TS_PROJECTION], &identity, sizeof(identity));
-    memcpy(&state->transforms[WINED3D_TS_VIEW], &identity, sizeof(identity));
+    state->transforms[WINED3D_TS_PROJECTION] = identity;
+    state->transforms[WINED3D_TS_VIEW] = identity;
     for (i = 0; i < 256; ++i)
     {
-        memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], &identity, sizeof(identity));
+        state->transforms[WINED3D_TS_WORLD_MATRIX(i)] = identity;
     }
 
     state->fb = &device->fb;
@@ -1313,7 +1313,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
     for (i = 0; i < MAX_TEXTURES; ++i)
     {
         TRACE("Setting up default texture states for texture Stage %u.\n", i);
-        memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], &identity, sizeof(identity));
+        state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
         state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
         state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
         state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;




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