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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-19 08:31:11 +00:00

Removes unnecessary temporaries.

This commit is contained in:
Thomas Harte 2017-11-15 21:48:10 -05:00
parent e19ae5d43d
commit f00f0353a6

View File

@ -102,9 +102,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
"gl_Position = vec4(eyePosition, 0.0, 1.0);" "gl_Position = vec4(eyePosition, 0.0, 1.0);"
"}"; "}";
std::unique_ptr<IntermediateShader> shader(new IntermediateShader(vertex_shader.str(), fragment_shader, bindings)); return std::unique_ptr<IntermediateShader>(new IntermediateShader(vertex_shader.str(), fragment_shader, bindings));
return shader;
} }
std::unique_ptr<IntermediateShader> IntermediateShader::make_source_conversion_shader(const std::string &composite_shader, const std::string &rgb_shader) { std::unique_ptr<IntermediateShader> IntermediateShader::make_source_conversion_shader(const std::string &composite_shader, const std::string &rgb_shader) {
@ -143,9 +141,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_source_conversion_s
"fragColour = vec4(composite_sample(texID, inputPositionsVarying[5], iInputPositionVarying, phaseAndAmplitudeVarying.x, phaseAndAmplitudeVarying.y));" "fragColour = vec4(composite_sample(texID, inputPositionsVarying[5], iInputPositionVarying, phaseAndAmplitudeVarying.x, phaseAndAmplitudeVarying.y));"
"}"; "}";
std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader.str(), true, true); return make_shader(fragment_shader.str(), true, true);
return shader;
} }
std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_source_shader(const std::string &rgb_shader) { std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_source_shader(const std::string &rgb_shader) {
@ -168,9 +164,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_source_shader(c
"fragColour = rgb_sample(texID, inputPositionsVarying[5], iInputPositionVarying);" "fragColour = rgb_sample(texID, inputPositionsVarying[5], iInputPositionVarying);"
"}"; "}";
std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader.str(), true, true); return make_shader(fragment_shader.str(), true, true);
return shader;
} }
std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_luma_separation_shader() { std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_luma_separation_shader() {