Use brace initialization instead of memset 0

This commit is contained in:
Chuck Walbourn
2016-05-18 13:57:56 -07:00
parent 649c5e53dc
commit de51bd7fcf
6 changed files with 15 additions and 30 deletions

View File

@@ -969,8 +969,7 @@ static HRESULT CreateD3DResources( _In_ ID3D11Device* d3dDevice,
{
if (textureView != 0)
{
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
memset( &SRVDesc, 0, sizeof( SRVDesc ) );
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc = {};
SRVDesc.Format = format;
if (arraySize > 1)
@@ -1040,8 +1039,7 @@ static HRESULT CreateD3DResources( _In_ ID3D11Device* d3dDevice,
{
if (textureView != 0)
{
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
memset( &SRVDesc, 0, sizeof( SRVDesc ) );
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc = {};
SRVDesc.Format = format;
if ( isCubeMap )
@@ -1118,8 +1116,7 @@ static HRESULT CreateD3DResources( _In_ ID3D11Device* d3dDevice,
{
if (textureView != 0)
{
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
memset( &SRVDesc, 0, sizeof( SRVDesc ) );
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc = {};
SRVDesc.Format = format;
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;