gl_shader_decompiler: Remove unnecessary const from return values
This adds nothing from a behavioral point of view, and can inhibit the move constructor/RVO
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@ -216,7 +216,7 @@ public:
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/// Returns a GLSL string representing the current state of the register
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/// Returns a GLSL string representing the current state of the register
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const std::string GetActiveString() {
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std::string GetActiveString() {
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declr_type.insert(active_type);
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declr_type.insert(active_type);
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return GetPrefixString(active_type) + std::to_string(index) + '_' + suffix;
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return GetPrefixString(active_type) + std::to_string(index) + '_' + suffix;
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}
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}
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@ -518,7 +518,7 @@ public:
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private:
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private:
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/// Build GLSL conversion function, e.g. floatBitsToInt, intBitsToFloat, etc.
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/// Build GLSL conversion function, e.g. floatBitsToInt, intBitsToFloat, etc.
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const std::string GetGLSLConversionFunc(GLSLRegister::Type src, GLSLRegister::Type dest) const {
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std::string GetGLSLConversionFunc(GLSLRegister::Type src, GLSLRegister::Type dest) const {
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const std::string src_type = GLSLRegister::GetTypeString(src);
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const std::string src_type = GLSLRegister::GetTypeString(src);
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std::string dest_type = GLSLRegister::GetTypeString(dest);
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std::string dest_type = GLSLRegister::GetTypeString(dest);
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dest_type[0] = toupper(dest_type[0]);
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dest_type[0] = toupper(dest_type[0]);
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