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authorMartino Fontana <tinozzo123@gmail.com>2026-04-06 11:37:26 +0200
committerMartino Fontana <tinozzo123@gmail.com>2026-04-17 12:39:46 +0200
commit95dec132030e72b74da6bc46966e4fe5e4e239c0 (patch)
treef4340655ebc036425e69048651ee49dec16ddc12 /Source/Core/VideoCommon/Resources/ShaderResource.cpp
parent33f62b0f9f36a3dfccc3ecfc13358899d0cc8036 (diff)
Improve usage of std::move and const references parameters
Accomplished using `run-clang-tidy` with `performance-move-const-arg,performance-unnecessary-value-param,modernize-pass-by-value`. Changed arguments to const references, removed them where inappropriate (e.g. sink parameters). Same with std::move. Manually reviewed each change to make sure that it makes sense, and do something more appropriate if possible.
Diffstat (limited to 'Source/Core/VideoCommon/Resources/ShaderResource.cpp')
-rw-r--r--Source/Core/VideoCommon/Resources/ShaderResource.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/Resources/ShaderResource.cpp b/Source/Core/VideoCommon/Resources/ShaderResource.cpp
index 08aa994055..7b77886e2e 100644
--- a/Source/Core/VideoCommon/Resources/ShaderResource.cpp
+++ b/Source/Core/VideoCommon/Resources/ShaderResource.cpp
@@ -4,6 +4,7 @@
#include "VideoCommon/Resources/ShaderResource.h"
#include <string_view>
+#include <utility>
#include <fmt/format.h>
@@ -382,11 +383,11 @@ CompileVertexShader(VertexShaderUid* uid, std::string_view preprocessor_settings
}
} // namespace
ShaderResource::ShaderResource(Resource::ResourceContext resource_context,
- const std::optional<GXPipelineUid>& pipeline_uid,
- const std::string& preprocessor_setting,
+ std::optional<GXPipelineUid> pipeline_uid,
+ std::string preprocessor_setting,
const ShaderHostConfig& shader_host_config)
: Resource(std::move(resource_context)), m_shader_host_config{.bits = shader_host_config.bits},
- m_uid(pipeline_uid), m_preprocessor_settings(preprocessor_setting)
+ m_uid(std::move(pipeline_uid)), m_preprocessor_settings(std::move(preprocessor_setting))
{
m_shader_asset = m_resource_context.asset_cache->CreateAsset<RasterSurfaceShaderAsset>(
m_resource_context.primary_asset_id, m_resource_context.asset_library, this);