gl_shader_disk_cache: in-class initialize virtual file offset of ShaderDiskCacheOpenGL

Given the offset is assigned a fixed value in the constructor, we can
just assign it directly and get rid of the need to write the name of the
variable again in the constructor initializer list.
This commit is contained in:
Lioncash 2019-05-19 02:53:38 -04:00
parent 634b78a4c6
commit 0a7f09a99b
2 changed files with 3 additions and 5 deletions

View file

@ -104,8 +104,7 @@ bool ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
return true;
}
ShaderDiskCacheOpenGL::ShaderDiskCacheOpenGL(Core::System& system)
: system{system}, precompiled_cache_virtual_file_offset{0} {}
ShaderDiskCacheOpenGL::ShaderDiskCacheOpenGL(Core::System& system) : system{system} {}
ShaderDiskCacheOpenGL::~ShaderDiskCacheOpenGL() = default;

View file

@ -285,11 +285,10 @@ private:
Core::System& system;
// Stored transferable shaders
std::map<u64, std::unordered_set<ShaderDiskCacheUsage>> transferable;
// Stores whole precompiled cache which will be read from or saved to the precompiled chache
// file
// Stores whole precompiled cache which will be read from/saved to the precompiled cache file
FileSys::VectorVfsFile precompiled_cache_virtual_file;
// Stores the current offset of the precompiled cache file for IO purposes
std::size_t precompiled_cache_virtual_file_offset;
std::size_t precompiled_cache_virtual_file_offset = 0;
// The cache has been loaded at boot
bool tried_to_load{};