diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 31ee94add8b..2fd5108f431 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 75d1dfe6d73..5657732f747 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 10104e1ad2b..6f55dc34d79 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;