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gl_shader_manager: Take ShaderSetup instances by const reference in UseProgrammableVertexShader() and UseProgrammableFragmentShader()

Avoids performing unnecessary copies of 65560 byte sized ShaderSetup
instances, considering it's only used as part of lookup and not
modified.

Given the parameters were already const, it's likely taking these
parameters by reference was intended but the ampersand was forgotten.
This commit is contained in:
Lioncash 2018-08-02 11:07:07 -04:00
parent a03c644aed
commit d92e8ab062
1 changed files with 2 additions and 2 deletions

View File

@ -105,14 +105,14 @@ public:
} }
ShaderEntries UseProgrammableVertexShader(const MaxwellVSConfig& config, ShaderEntries UseProgrammableVertexShader(const MaxwellVSConfig& config,
const ShaderSetup setup) { const ShaderSetup& setup) {
ShaderEntries result; ShaderEntries result;
std::tie(current.vs, result) = vertex_shaders.Get(config, setup); std::tie(current.vs, result) = vertex_shaders.Get(config, setup);
return result; return result;
} }
ShaderEntries UseProgrammableFragmentShader(const MaxwellFSConfig& config, ShaderEntries UseProgrammableFragmentShader(const MaxwellFSConfig& config,
const ShaderSetup setup) { const ShaderSetup& setup) {
ShaderEntries result; ShaderEntries result;
std::tie(current.fs, result) = fragment_shaders.Get(config, setup); std::tie(current.fs, result) = fragment_shaders.Get(config, setup);
return result; return result;