gl_shader_gen: std::move objects where applicable

Avoids performing copies into the pair being returned. Instead, we can
just move the resources into the pair, avoiding the need to make copies
of both the std::string and ShaderEntries struct.
This commit is contained in:
Lioncash 2019-05-19 03:46:51 -04:00
parent fb85d5670d
commit 3356ea5bc2

View file

@ -33,14 +33,14 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
};
)";
ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
out += program.first;
if (setup.IsDualProgram()) {
ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET);
const ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET);
ProgramResult program_b =
Decompile(device, program_ir_b, Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b");
@ -76,7 +76,7 @@ void main() {
}
})";
return {out, program.second};
return {std::move(out), std::move(program.second)};
}
ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup) {
@ -97,7 +97,7 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
};
)";
ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
out += program.first;
@ -107,7 +107,7 @@ void main() {
execute_geometry();
};)";
return {out, program.second};
return {std::move(out), std::move(program.second)};
}
ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup) {
@ -160,7 +160,7 @@ bool AlphaFunc(in float value) {
}
)";
ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
@ -172,7 +172,7 @@ void main() {
}
)";
return {out, program.second};
return {std::move(out), std::move(program.second)};
}
} // namespace OpenGL::GLShader