- use a unique_ptr for the GL debug object.

This doesn’t get shared and the containing class doesn’t need to be copied so this is sufficient.
This commit is contained in:
Christoph Oelckers 2022-06-07 00:11:56 +02:00
commit c7798d5503
3 changed files with 2 additions and 5 deletions

View file

@ -20,7 +20,6 @@ class OpenGLFrameBuffer : public SystemGLFrameBuffer
public:
explicit OpenGLFrameBuffer() {}
OpenGLFrameBuffer(void *hMonitor, bool fullscreen) ;
~OpenGLFrameBuffer();
bool CompileNextShader() override;
@ -66,7 +65,7 @@ public:
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
bool HWGammaActive = false; // Are we using hardware or software gamma?
std::shared_ptr<FGLDebug> mDebug; // Debug API
std::unique_ptr<FGLDebug> mDebug; // Debug API
FTexture *WipeStartScreen() override;
FTexture *WipeEndScreen() override;