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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-26 07:39:45 -06:00
Use std::istringstream or std::ostringstream instead of std::stringstream where possible.
This removes std::iostream from the inheritance chain, which reduces overhead slightly.
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@ -434,7 +434,7 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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std::string PostProcessing::GetUniformBufferHeader() const
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{
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std::stringstream ss;
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std::ostringstream ss;
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u32 unused_counter = 1;
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if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
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ss << "cbuffer PSBlock : register(b0) {\n";
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@ -493,7 +493,7 @@ std::string PostProcessing::GetUniformBufferHeader() const
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std::string PostProcessing::GetHeader() const
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{
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std::stringstream ss;
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std::ostringstream ss;
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ss << GetUniformBufferHeader();
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if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
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{
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@ -602,7 +602,7 @@ void main(in float3 v_tex0_ : TEXCOORD0, out float4 ocol0_ : SV_Target)
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bool PostProcessing::CompileVertexShader()
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{
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std::stringstream ss;
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std::ostringstream ss;
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ss << GetUniformBufferHeader();
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if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
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