Use emplacement operations to avoid unnecessary copies/moves
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c9f7cb3d52
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4358a303a7
@ -364,7 +364,7 @@ const Glyph& Font::getGlyph(Uint32 codePoint, unsigned int characterSize, bool b
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{
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// Not found: we have to load it
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Glyph glyph = loadGlyph(codePoint, characterSize, bold, outlineThickness);
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return glyphs.insert(std::make_pair(key, glyph)).first->second;
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return glyphs.emplace(key, glyph).first->second;
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}
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}
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@ -785,7 +785,7 @@ IntRect Font::findGlyphRect(Page& page, unsigned int width, unsigned int height)
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}
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// We can now create the new row
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page.rows.push_back(Row(page.nextRow, rowHeight));
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page.rows.emplace_back(page.nextRow, rowHeight);
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page.nextRow += rowHeight;
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row = &page.rows.back();
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}
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@ -161,10 +161,10 @@ RenderTextureImplFBO::~RenderTextureImplFBO()
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// Move all frame buffer objects to stale set
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for (std::map<Uint64, unsigned int>::iterator iter = m_frameBuffers.begin(); iter != m_frameBuffers.end(); ++iter)
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staleFrameBuffers.insert(std::make_pair(iter->first, iter->second));
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staleFrameBuffers.emplace(iter->first, iter->second);
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for (std::map<Uint64, unsigned int>::iterator iter = m_multisampleFrameBuffers.begin(); iter != m_multisampleFrameBuffers.end(); ++iter)
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staleFrameBuffers.insert(std::make_pair(iter->first, iter->second));
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staleFrameBuffers.emplace(iter->first, iter->second);
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// Clean up FBOs
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destroyStaleFBOs();
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@ -446,7 +446,7 @@ bool RenderTextureImplFBO::createFrameBuffer()
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Lock lock(mutex);
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// Insert the FBO into our map
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m_frameBuffers.insert(std::make_pair(Context::getActiveContextId(), frameBuffer));
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m_frameBuffers.emplace(Context::getActiveContextId(), frameBuffer);
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}
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#ifndef SFML_OPENGL_ES
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@ -493,7 +493,7 @@ bool RenderTextureImplFBO::createFrameBuffer()
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Lock lock(mutex);
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// Insert the FBO into our map
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m_multisampleFrameBuffers.insert(std::make_pair(Context::getActiveContextId(), multisampleFrameBuffer));
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m_multisampleFrameBuffers.emplace(Context::getActiveContextId(), multisampleFrameBuffer);
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}
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}
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@ -999,7 +999,7 @@ int Shader::getUniformLocation(const std::string& name)
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{
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// Not in cache, request the location from OpenGL
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int location = GLEXT_glGetUniformLocation(castToGlHandle(m_shaderProgram), name.c_str());
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m_uniforms.insert(std::make_pair(name, location));
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m_uniforms.emplace(name, location);
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if (location == -1)
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err() << "Uniform \"" << name << "\" not found in shader" << std::endl;
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@ -43,7 +43,7 @@ std::vector<VideoMode> VideoModeImpl::getFullscreenModes()
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// Return both portrait and landscape resolutions
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std::vector<VideoMode> modes;
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modes.push_back(desktop);
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modes.push_back(VideoMode(desktop.height, desktop.width, desktop.bitsPerPixel));
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modes.emplace_back(desktop.height, desktop.width, desktop.bitsPerPixel);
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return modes;
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}
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@ -264,7 +264,7 @@ namespace
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while (*extensionString && (*extensionString != ' '))
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extensionString++;
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extensions.push_back(std::string(extension, extensionString));
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extensions.emplace_back(extension, extensionString);
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}
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while (*extensionString++);
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}
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@ -381,7 +381,7 @@ void GlContext::cleanupResource()
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////////////////////////////////////////////////////////////
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void GlContext::registerContextDestroyCallback(ContextDestroyCallback callback, void* arg)
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{
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GlContextImpl::contextDestroyCallbacks.insert(std::make_pair(callback, arg));
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GlContextImpl::contextDestroyCallbacks.emplace(callback, arg);
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}
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@ -41,7 +41,7 @@ std::vector<VideoMode> VideoModeImpl::getFullscreenModes()
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// Return both portrait and landscape resolutions
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std::vector<VideoMode> modes;
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modes.push_back(desktop);
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modes.push_back(VideoMode(desktop.height, desktop.width, desktop.bitsPerPixel));
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modes.emplace_back(desktop.height, desktop.width, desktop.bitsPerPixel);
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return modes;
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}
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