Fix bug 4746 - introduce SDL_zeroa macro.

This commit is contained in:
Ozkan Sezer 2019-07-31 01:22:02 +03:00
parent f96d7cc0fd
commit 7a47c292c0
5 changed files with 9 additions and 8 deletions

View File

@ -415,6 +415,7 @@ extern DECLSPEC void *SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c,
#define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x)))
#define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x)))
#define SDL_zeroa(x) SDL_memset((x), 0, sizeof((x)))
/* Note that memset() is a byte assignment and this is a 32-bit assignment, so they're not directly equivalent. */
SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)

View File

@ -948,7 +948,7 @@ SDL_AudioInit(const char *driver_name)
}
SDL_zero(current_audio);
SDL_zero(open_devices);
SDL_zeroa(open_devices);
/* Select the proper audio driver */
if (driver_name == NULL) {
@ -1608,7 +1608,7 @@ SDL_AudioQuit(void)
SDL_DestroyMutex(current_audio.detectionLock);
SDL_zero(current_audio);
SDL_zero(open_devices);
SDL_zeroa(open_devices);
#ifdef HAVE_LIBSAMPLERATE_H
UnloadLibSampleRate();

View File

@ -915,7 +915,7 @@ SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
cvt->dst_format = dst_fmt;
cvt->needed = 0;
cvt->filter_index = 0;
SDL_zero(cvt->filters);
SDL_zeroa(cvt->filters);
cvt->len_mult = 1;
cvt->len_ratio = 1.0;
cvt->rate_incr = ((double) dst_rate) / ((double) src_rate);

View File

@ -647,7 +647,7 @@ MS_ADPCM_Decode(WaveFile *file, Uint8 **audio_buf, Uint32 *audio_len)
MS_ADPCM_ChannelState cstate[2];
SDL_zero(state);
SDL_zero(cstate);
SDL_zeroa(cstate);
if (chunk->size != chunk->length) {
/* Could not read everything. Recalculate number of sample frames. */

View File

@ -642,8 +642,8 @@ SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecon
int i = 0;
const char *pchPos = pchString;
SDL_zero(szGameButton);
SDL_zero(szJoystickButton);
SDL_zeroa(szGameButton);
SDL_zeroa(szJoystickButton);
while (pchPos && *pchPos) {
if (*pchPos == ':') {
@ -655,8 +655,8 @@ SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecon
i = 0;
bGameButton = SDL_TRUE;
SDL_PrivateGameControllerParseElement(gamecontroller, szGameButton, szJoystickButton);
SDL_zero(szGameButton);
SDL_zero(szJoystickButton);
SDL_zeroa(szGameButton);
SDL_zeroa(szJoystickButton);
} else if (bGameButton) {
if (i >= sizeof(szGameButton)) {