VideoCommon: don't do pointer copies during graphics mod callback iteration
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6d7bf60071
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@ -1322,7 +1322,7 @@ TCacheEntry* TextureCacheBase::LoadImpl(const TextureInfo& texture_info, bool fo
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entry->texture_info_name = texture_info.CalculateTextureName().GetFullName();
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GraphicsModActionData::TextureLoad texture_load{entry->texture_info_name};
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for (const auto action :
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for (const auto& action :
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g_graphics_mod_manager->GetTextureLoadActions(entry->texture_info_name))
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{
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action->OnTextureLoad(&texture_load);
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@ -2274,7 +2274,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(
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info.m_texture_format = baseFormat;
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if (is_xfb_copy)
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{
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for (const auto action : g_graphics_mod_manager->GetXFBActions(info))
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for (const auto& action : g_graphics_mod_manager->GetXFBActions(info))
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{
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action->OnXFB();
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}
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@ -2283,7 +2283,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(
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{
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bool skip = false;
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GraphicsModActionData::EFB efb{tex_w, tex_h, &skip, &scaled_tex_w, &scaled_tex_h};
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for (const auto action : g_graphics_mod_manager->GetEFBActions(info))
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for (const auto& action : g_graphics_mod_manager->GetEFBActions(info))
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{
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action->OnEFB(&efb);
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}
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@ -566,7 +566,7 @@ void VertexManagerBase::Flush()
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{
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bool skip = false;
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GraphicsModActionData::DrawStarted draw_started{&skip};
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for (const auto action : g_graphics_mod_manager->GetDrawStartedActions(texture_name))
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for (const auto& action : g_graphics_mod_manager->GetDrawStartedActions(texture_name))
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{
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action->OnDrawStarted(&draw_started);
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}
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@ -406,14 +406,14 @@ void VertexShaderManager::SetConstants(const std::vector<std::string>& textures)
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std::vector<GraphicsModAction*> projection_actions;
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if (g_ActiveConfig.bGraphicMods)
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{
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for (const auto action : g_graphics_mod_manager->GetProjectionActions(xfmem.projection.type))
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for (const auto& action : g_graphics_mod_manager->GetProjectionActions(xfmem.projection.type))
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{
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projection_actions.push_back(action);
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}
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for (const auto& texture : textures)
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{
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for (const auto action :
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for (const auto& action :
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g_graphics_mod_manager->GetProjectionTextureActions(xfmem.projection.type, texture))
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{
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projection_actions.push_back(action);
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@ -430,7 +430,7 @@ void VertexShaderManager::SetConstants(const std::vector<std::string>& textures)
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auto corrected_matrix = LoadProjectionMatrix();
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GraphicsModActionData::Projection projection{&corrected_matrix};
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for (auto action : projection_actions)
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for (const auto& action : projection_actions)
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{
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action->OnProjection(&projection);
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}
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