gl_shader_manager: std::move std::string where applicable
Prevents unnecessary copies from occurring. In the case of ShaderCache, we can just remove the parameter, given it's unused.
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c72d9b806b
1 changed files with 4 additions and 5 deletions
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@ -229,7 +229,7 @@ public:
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return {cached_shader.GetHandle(), result};
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return {cached_shader.GetHandle(), result};
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}
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}
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void Inject(const KeyConfigType& key, std::string decomp, OGLProgram&& program) {
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void Inject(const KeyConfigType& key, OGLProgram&& program) {
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OGLShaderStage stage{separable};
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OGLShaderStage stage{separable};
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stage.Inject(std::move(program));
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stage.Inject(std::move(program));
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shaders.emplace(key, std::move(stage));
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shaders.emplace(key, std::move(stage));
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@ -284,9 +284,9 @@ public:
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void Inject(const KeyConfigType& key, std::string decomp, OGLProgram&& program) {
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void Inject(const KeyConfigType& key, std::string decomp, OGLProgram&& program) {
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OGLShaderStage stage{separable};
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OGLShaderStage stage{separable};
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stage.Inject(std::move(program));
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stage.Inject(std::move(program));
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auto [iter, new_shader] = shader_cache.emplace(decomp, std::move(stage));
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const auto iter = shader_cache.emplace(std::move(decomp), std::move(stage)).first;
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OGLShaderStage& cached_shader = iter->second;
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OGLShaderStage& cached_shader = iter->second;
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shader_map[key] = &cached_shader;
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shader_map.insert_or_assign(key, &cached_shader);
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}
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}
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private:
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private:
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@ -518,8 +518,7 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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} else if (raw.GetProgramType() == ProgramType::FS) {
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} else if (raw.GetProgramType() == ProgramType::FS) {
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PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
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PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
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std::scoped_lock lock(mutex);
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std::scoped_lock lock(mutex);
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impl->fragment_shaders.Inject(conf, decomp->second.result.code,
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impl->fragment_shaders.Inject(conf, std::move(shader));
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std::move(shader));
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} else {
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} else {
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// Unsupported shader type got stored somehow so nuke the cache
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// Unsupported shader type got stored somehow so nuke the cache
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