mirror of https://github.com/axmolengine/axmol.git
Remove unnecessary std::move semantics
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a558bc2198
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@ -43,8 +43,8 @@ ProgramGL::ProgramGL(const std::string& vertexShader, const std::string& fragmen
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{
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#if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID
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// some device required manually specify the precision qualifiers for vertex shader.
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_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(std::move(SHADER_PREDEFINE + _vertexShader)));
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_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(std::move(SHADER_PREDEFINE + _fragmentShader)));
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_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(SHADER_PREDEFINE + _vertexShader));
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_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(SHADER_PREDEFINE + _fragmentShader));
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#else
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_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(_vertexShader));
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_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(_fragmentShader));
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@ -89,8 +89,8 @@ void ProgramGL::reloadProgram()
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_activeUniformInfos.clear();
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_mapToCurrentActiveLocation.clear();
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_mapToOriginalLocation.clear();
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static_cast<ShaderModuleGL*>(_vertexShaderModule)->compileShader(backend::ShaderStage::VERTEX, std::move(SHADER_PREDEFINE + _vertexShader));
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static_cast<ShaderModuleGL*>(_fragmentShaderModule)->compileShader(backend::ShaderStage::FRAGMENT, std::move(SHADER_PREDEFINE + _fragmentShader));
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static_cast<ShaderModuleGL*>(_vertexShaderModule)->compileShader(backend::ShaderStage::VERTEX, SHADER_PREDEFINE + _vertexShader);
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static_cast<ShaderModuleGL*>(_fragmentShaderModule)->compileShader(backend::ShaderStage::FRAGMENT, SHADER_PREDEFINE + _fragmentShader);
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compileProgram();
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computeUniformInfos();
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@ -341,7 +341,8 @@ int ProgramGL::getOriginalLocation(int location) const
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const UniformInfo& ProgramGL::getActiveUniformInfo(ShaderStage stage, int location) const
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{
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return std::move(UniformInfo{});
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static const UniformInfo s_emptyInfo{};
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return s_emptyInfo;
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}
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const std::unordered_map<std::string, UniformInfo>& ProgramGL::getAllActiveUniformInfo(ShaderStage stage) const
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