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post_processing_opengl: Make use of std::string_view with GetPostProcessingShaderCode()

Same behavior, but doesn't result in an allocating copy of the passed in
string. Particularly given the string is only compared against other
existing strings.
This commit is contained in:
Lioncash 2020-04-18 22:27:42 -04:00
parent 397bd1bb73
commit 623cc926ed
2 changed files with 3 additions and 2 deletions

View File

@ -150,7 +150,7 @@ std::vector<std::string> GetPostProcessingShaderList(bool anaglyph) {
return shader_names; return shader_names;
} }
std::string GetPostProcessingShaderCode(bool anaglyph, std::string shader) { std::string GetPostProcessingShaderCode(bool anaglyph, std::string_view shader) {
std::string shader_dir = FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir); std::string shader_dir = FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir);
std::string shader_path; std::string shader_path;

View File

@ -5,6 +5,7 @@
#pragma once #pragma once
#include <string> #include <string>
#include <string_view>
#include <vector> #include <vector>
namespace OpenGL { namespace OpenGL {
@ -18,6 +19,6 @@ std::vector<std::string> GetPostProcessingShaderList(bool anaglyph);
// If anaglyph is true, it searches the shaders/anaglyph directory rather than // If anaglyph is true, it searches the shaders/anaglyph directory rather than
// the shaders directory // the shaders directory
// If the shader cannot be loaded, an empty string is returned // If the shader cannot be loaded, an empty string is returned
std::string GetPostProcessingShaderCode(bool anaglyph, std::string shader_name); std::string GetPostProcessingShaderCode(bool anaglyph, std::string_view shader_name);
} // namespace OpenGL } // namespace OpenGL