Common: Remove Common::make_unique, use std::make_unique

This commit is contained in:
MerryMage
2016-04-05 13:29:55 +01:00
parent b83e95727f
commit a06dcfeb61
24 changed files with 46 additions and 73 deletions

View File

@ -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);

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@ -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;