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Commit 9792f6d

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Jonah review
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impeller/entity/contents/color_source_contents.h

Lines changed: 8 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -139,9 +139,7 @@ class ColorSourceContents : public Contents {
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VertexShaderT::BindFrameInfo(
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pass, renderer.GetTransientsBuffer().EmplaceUniform(frame_info));
141141

142-
std::shared_ptr<Pipeline<PipelineDescriptor>> pipeline =
143-
pipeline_callback(options);
144-
pass.SetPipeline(pipeline);
142+
pass.SetPipeline(pipeline_callback(options));
145143

146144
// The reason we need to have a callback mechanism here is that this routine
147145
// may insert draw calls before the main draw call below. For example, for
@@ -173,12 +171,12 @@ class ColorSourceContents : public Contents {
173171
const PipelineBuilderCallback& pipeline_callback,
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typename VertexShaderT::FrameInfo frame_info,
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const BindFragmentCallback& bind_pipeline_callback) const {
176-
auto geometry_result =
174+
GeometryResult geometry_result =
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GetGeometry()->GetPositionBuffer(renderer, entity, pass);
178176

179-
return DrawGeometry<VertexShaderT>(geometry_result, renderer, entity, pass,
180-
pipeline_callback, frame_info,
181-
bind_pipeline_callback);
177+
return DrawGeometry<VertexShaderT>(std::move(geometry_result), renderer,
178+
entity, pass, pipeline_callback,
179+
frame_info, bind_pipeline_callback);
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}
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template <typename VertexShaderT>
@@ -194,9 +192,9 @@ class ColorSourceContents : public Contents {
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auto geometry_result = GetGeometry()->GetPositionUVBuffer(
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texture_coverage, effect_transform, renderer, entity, pass);
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197-
return DrawGeometry<VertexShaderT>(geometry_result, renderer, entity, pass,
198-
pipeline_callback, frame_info,
199-
bind_pipeline_callback);
195+
return DrawGeometry<VertexShaderT>(std::move(geometry_result), renderer,
196+
entity, pass, pipeline_callback,
197+
frame_info, bind_pipeline_callback);
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}
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202200
private:

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