OGL: Remove unnecessary c_str calls

This commit is contained in:
Lioncash 2016-09-09 06:26:52 -04:00
parent 1eacb8fd59
commit 5b3c74a31a
3 changed files with 8 additions and 8 deletions

View file

@ -364,9 +364,9 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" }\n"
"}\n";
ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str(),
ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6,
(m_EFBLayers > 1) ? gs : "");
ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str(),
ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8,
(m_EFBLayers > 1) ? gs : "");
ProgramShaderCache::CompileShader(

View file

@ -399,14 +399,14 @@ void TextureCache::CompileShaders()
const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
ProgramShaderCache::CompileShader(s_ColorCopyProgram,
StringFromFormat(vertex_program, prefix, prefix).c_str(),
StringFromFormat(vertex_program, prefix, prefix),
color_copy_program, geo_program);
ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
StringFromFormat(vertex_program, prefix, prefix).c_str(),
StringFromFormat(vertex_program, prefix, prefix),
color_matrix_program, geo_program);
ProgramShaderCache::CompileShader(
s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix).c_str(),
StringFromFormat(depth_matrix_program, depth_layer).c_str(), geo_program);
s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
StringFromFormat(depth_matrix_program, depth_layer), geo_program);
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");

View file

@ -198,13 +198,13 @@ void VertexManager::vFlush(bool useDstAlpha)
"%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
std::ofstream fps;
OpenFStream(fps, filename, std::ios_base::out);
fps << prog.shader.strpprog.c_str();
fps << prog.shader.strpprog;
filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
g_ActiveConfig.iSaveTargetId);
std::ofstream fvs;
OpenFStream(fvs, filename, std::ios_base::out);
fvs << prog.shader.strvprog.c_str();
fvs << prog.shader.strvprog;
}
if (g_ActiveConfig.iLog & CONF_SAVETARGETS)