glsl_shader_decompiler: Append indentation without constructing a separate std::string

The interface of std::string already lets us append N copies of a
character to an existing string.
This commit is contained in:
Lioncash 2018-04-19 19:59:20 -04:00
parent 3f49210234
commit 4ef392906b
1 changed files with 5 additions and 1 deletions

View File

@ -112,7 +112,7 @@ public:
void AddLine(const std::string& text) { void AddLine(const std::string& text) {
DEBUG_ASSERT(scope >= 0); DEBUG_ASSERT(scope >= 0);
if (!text.empty()) { if (!text.empty()) {
shader_source += std::string(static_cast<size_t>(scope) * 4, ' '); AppendIndentation();
} }
shader_source += text + '\n'; shader_source += text + '\n';
} }
@ -124,6 +124,10 @@ public:
int scope = 0; int scope = 0;
private: private:
void AppendIndentation() {
shader_source.append(static_cast<size_t>(scope) * 4, ' ');
}
std::string shader_source; std::string shader_source;
}; };