- changed GLDebug to receive char pointers instead of FStrings.

The most frequent call using this is the regular texture creation function where this results in a pointless allocation and destruction of a temporary string which is easily avoided.
This commit is contained in:
Christoph Oelckers 2018-04-14 10:40:11 +02:00
commit e654a99d39
7 changed files with 27 additions and 25 deletions

View file

@ -428,8 +428,8 @@ void FGLRenderBuffers::CreateExposureLevels(int width, int height)
FGLExposureTextureLevel level;
level.Width = width;
level.Height = height;
level.Texture = Create2DTexture(textureName, GL_R32F, level.Width, level.Height);
level.Framebuffer = CreateFrameBuffer(fbName, level.Texture);
level.Texture = Create2DTexture(textureName.GetChars(), GL_R32F, level.Width, level.Height);
level.Framebuffer = CreateFrameBuffer(fbName.GetChars(), level.Texture);
ExposureLevels.Push(level);
} while (width > 1 || height > 1);
@ -474,7 +474,7 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
//
//==========================================================================
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data)
GLuint FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data)
{
GLuint handle = 0;
glGenTextures(1, &handle);
@ -508,7 +508,7 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
return handle;
}
GLuint FGLRenderBuffers::Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
GLuint FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
{
GLuint handle = 0;
glGenTextures(1, &handle);
@ -525,7 +525,7 @@ GLuint FGLRenderBuffers::Create2DMultisampleTexture(const FString &name, GLuint
//
//==========================================================================
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height)
GLuint FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height)
{
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
@ -535,7 +535,7 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format,
return handle;
}
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples)
GLuint FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples)
{
if (samples <= 1)
return CreateRenderBuffer(name, format, width, height);
@ -554,7 +554,7 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format,
//
//==========================================================================
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer)
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
@ -566,7 +566,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
@ -582,7 +582,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample)
GLuint FGLRenderBuffers::CreateFrameBuffer(const char *name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);