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authorMerryMage <MerryMage@users.noreply.github.com>2016-04-05 14:29:55 +0200
committerMerryMage <MerryMage@users.noreply.github.com>2016-04-05 14:31:17 +0200
commita06dcfeb61d6769c562d6d50cfa3c0024176ae82 (patch)
treee1f81e5faebce62810ac079b8a6e616182c34959 /src/video_core/renderer_opengl
parentMerge pull request #1302 from Subv/save_fix (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp3
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer_cache.cpp5
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;