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OGL: Remove unnecessary c_str calls
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1eacb8fd59
commit
5b3c74a31a
@ -364,9 +364,9 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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" }\n"
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"}\n";
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str(),
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6,
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(m_EFBLayers > 1) ? gs : "");
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str(),
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8,
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(m_EFBLayers > 1) ? gs : "");
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ProgramShaderCache::CompileShader(
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@ -399,14 +399,14 @@ void TextureCache::CompileShaders()
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const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
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ProgramShaderCache::CompileShader(s_ColorCopyProgram,
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StringFromFormat(vertex_program, prefix, prefix).c_str(),
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StringFromFormat(vertex_program, prefix, prefix),
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color_copy_program, geo_program);
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ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
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StringFromFormat(vertex_program, prefix, prefix).c_str(),
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StringFromFormat(vertex_program, prefix, prefix),
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color_matrix_program, geo_program);
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ProgramShaderCache::CompileShader(
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s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(),
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StringFromFormat(depth_matrix_program, depth_layer).c_str(), geo_program);
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s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
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StringFromFormat(depth_matrix_program, depth_layer), geo_program);
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s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
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s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
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@ -198,13 +198,13 @@ void VertexManager::vFlush(bool useDstAlpha)
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"%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::ofstream fps;
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OpenFStream(fps, filename, std::ios_base::out);
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fps << prog.shader.strpprog.c_str();
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fps << prog.shader.strpprog;
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filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
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g_ActiveConfig.iSaveTargetId);
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std::ofstream fvs;
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OpenFStream(fvs, filename, std::ios_base::out);
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fvs << prog.shader.strvprog.c_str();
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fvs << prog.shader.strvprog;
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}
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if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
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