Use std::istringstream or std::ostringstream instead of std::stringstream where possible.

This removes std::iostream from the inheritance chain, which reduces
overhead slightly.
This commit is contained in:
David Korth
2019-09-14 16:40:34 -04:00
parent 6e549bb668
commit c2dd2e8a2e
14 changed files with 20 additions and 20 deletions

View File

@ -434,7 +434,7 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
std::string PostProcessing::GetUniformBufferHeader() const
{
std::stringstream ss;
std::ostringstream ss;
u32 unused_counter = 1;
if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
ss << "cbuffer PSBlock : register(b0) {\n";
@ -493,7 +493,7 @@ std::string PostProcessing::GetUniformBufferHeader() const
std::string PostProcessing::GetHeader() const
{
std::stringstream ss;
std::ostringstream ss;
ss << GetUniformBufferHeader();
if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
{
@ -602,7 +602,7 @@ void main(in float3 v_tex0_ : TEXCOORD0, out float4 ocol0_ : SV_Target)
bool PostProcessing::CompileVertexShader()
{
std::stringstream ss;
std::ostringstream ss;
ss << GetUniformBufferHeader();
if (g_ActiveConfig.backend_info.api_type == APIType::D3D)