diff options
Diffstat (limited to 'src/video_core/renderer_opengl')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 3 | ||||
| -rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer_cache.cpp | 5 |
2 files changed, 4 insertions, 4 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index b3dc6aa19..5d91aac00 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -9,7 +9,6 @@ #include "common/color.h" #include "common/file_util.h" -#include "common/make_unique.h" #include "common/math_util.h" #include "common/microprofile.h" #include "common/profiler.h" @@ -674,7 +673,7 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica:: void RasterizerOpenGL::SetShader() { PicaShaderConfig config = PicaShaderConfig::CurrentConfig(); - std::unique_ptr<PicaShader> shader = Common::make_unique<PicaShader>(); + std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>(); // Find (or generate) the GLSL shader for the current TEV state auto cached_shader = shader_cache.find(config); diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp index a9ad46fe0..1323c12e4 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp @@ -2,8 +2,9 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. +#include <memory> + #include "common/hash.h" -#include "common/make_unique.h" #include "common/math_util.h" #include "common/microprofile.h" #include "common/vector_math.h" @@ -29,7 +30,7 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned text } else { MICROPROFILE_SCOPE(OpenGL_TextureUpload); - std::unique_ptr<CachedTexture> new_texture = Common::make_unique<CachedTexture>(); + std::unique_ptr<CachedTexture> new_texture = std::make_unique<CachedTexture>(); new_texture->texture.Create(); state.texture_units[texture_unit].texture_2d = new_texture->texture.handle; |
