Remove unnecessary std::move semantics

This commit is contained in:
halx99 2020-02-28 12:10:27 +08:00
parent a558bc2198
commit f91ed91688
1 changed files with 6 additions and 5 deletions

View File

@ -43,8 +43,8 @@ ProgramGL::ProgramGL(const std::string& vertexShader, const std::string& fragmen
{
#if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID
// some device required manually specify the precision qualifiers for vertex shader.
_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(std::move(SHADER_PREDEFINE + _vertexShader)));
_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(std::move(SHADER_PREDEFINE + _fragmentShader)));
_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(SHADER_PREDEFINE + _vertexShader));
_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(SHADER_PREDEFINE + _fragmentShader));
#else
_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(_vertexShader));
_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(_fragmentShader));
@ -89,8 +89,8 @@ void ProgramGL::reloadProgram()
_activeUniformInfos.clear();
_mapToCurrentActiveLocation.clear();
_mapToOriginalLocation.clear();
static_cast<ShaderModuleGL*>(_vertexShaderModule)->compileShader(backend::ShaderStage::VERTEX, std::move(SHADER_PREDEFINE + _vertexShader));
static_cast<ShaderModuleGL*>(_fragmentShaderModule)->compileShader(backend::ShaderStage::FRAGMENT, std::move(SHADER_PREDEFINE + _fragmentShader));
static_cast<ShaderModuleGL*>(_vertexShaderModule)->compileShader(backend::ShaderStage::VERTEX, SHADER_PREDEFINE + _vertexShader);
static_cast<ShaderModuleGL*>(_fragmentShaderModule)->compileShader(backend::ShaderStage::FRAGMENT, SHADER_PREDEFINE + _fragmentShader);
compileProgram();
computeUniformInfos();
@ -341,7 +341,8 @@ int ProgramGL::getOriginalLocation(int location) const
const UniformInfo& ProgramGL::getActiveUniformInfo(ShaderStage stage, int location) const
{
return std::move(UniformInfo{});
static const UniformInfo s_emptyInfo{};
return s_emptyInfo;
}
const std::unordered_map<std::string, UniformInfo>& ProgramGL::getAllActiveUniformInfo(ShaderStage stage) const