@@ -139,9 +139,7 @@ class ColorSourceContents : public Contents {
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VertexShaderT::BindFrameInfo (
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pass, renderer.GetTransientsBuffer ().EmplaceUniform (frame_info));
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- std::shared_ptr<Pipeline<PipelineDescriptor>> pipeline =
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- pipeline_callback (options);
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- pass.SetPipeline (pipeline);
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+ pass.SetPipeline (pipeline_callback (options));
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// The reason we need to have a callback mechanism here is that this routine
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// may insert draw calls before the main draw call below. For example, for
@@ -173,12 +171,12 @@ class ColorSourceContents : public Contents {
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const PipelineBuilderCallback& pipeline_callback,
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typename VertexShaderT::FrameInfo frame_info,
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const BindFragmentCallback& bind_pipeline_callback) const {
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- auto geometry_result =
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+ GeometryResult geometry_result =
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GetGeometry ()->GetPositionBuffer (renderer, entity, pass);
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- return DrawGeometry<VertexShaderT>(geometry_result, renderer, entity, pass ,
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- pipeline_callback, frame_info ,
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- bind_pipeline_callback);
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+ return DrawGeometry<VertexShaderT>(std::move ( geometry_result) , renderer,
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+ entity, pass, pipeline_callback ,
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+ 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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- return DrawGeometry<VertexShaderT>(geometry_result, renderer, entity, pass ,
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- pipeline_callback, frame_info ,
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- bind_pipeline_callback);
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+ return DrawGeometry<VertexShaderT>(std::move ( geometry_result) , renderer,
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+ entity, pass, pipeline_callback ,
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+ frame_info, bind_pipeline_callback);
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}
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private:
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