gl_shader_cache: Make CachedShader constructor private
Fixes missing review comments introduced.
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		| @@ -245,13 +245,13 @@ Shader CachedShader::CreateStageFromMemory(const ShaderParameters& params, | ||||
|         static_cast<u32>(code_size_b / sizeof(u64)), std::move(program_code), | ||||
|         std::move(program_code_b))); | ||||
|  | ||||
|     return std::make_shared<CachedShader>(params, program_type, std::move(result)); | ||||
|     return std::shared_ptr<CachedShader>(new CachedShader(params, program_type, std::move(result))); | ||||
| } | ||||
|  | ||||
| Shader CachedShader::CreateStageFromCache(const ShaderParameters& params, | ||||
|                                           Maxwell::ShaderProgram program_type, | ||||
|                                           GLShader::ProgramResult result) { | ||||
|     return std::make_shared<CachedShader>(params, program_type, std::move(result)); | ||||
|     return std::shared_ptr<CachedShader>(new CachedShader(params, program_type, std::move(result))); | ||||
| } | ||||
|  | ||||
| std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(GLenum primitive_mode, | ||||
|   | ||||
| @@ -52,9 +52,6 @@ struct ShaderParameters { | ||||
|  | ||||
| class CachedShader final : public RasterizerCacheObject { | ||||
| public: | ||||
|     explicit CachedShader(const ShaderParameters& params, Maxwell::ShaderProgram program_type, | ||||
|                           GLShader::ProgramResult result); | ||||
|  | ||||
|     static Shader CreateStageFromMemory(const ShaderParameters& params, | ||||
|                                         Maxwell::ShaderProgram program_type, | ||||
|                                         ProgramCode&& program_code, ProgramCode&& program_code_b); | ||||
| @@ -81,6 +78,9 @@ public: | ||||
|                                                       BaseBindings base_bindings); | ||||
|  | ||||
| private: | ||||
|     explicit CachedShader(const ShaderParameters& params, Maxwell::ShaderProgram program_type, | ||||
|                           GLShader::ProgramResult result); | ||||
|  | ||||
|     // Geometry programs. These are needed because GLSL needs an input topology but it's not | ||||
|     // declared by the hardware. Workaround this issue by generating a different shader per input | ||||
|     // topology class. | ||||
|   | ||||
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	 Zach Hilman
					Zach Hilman