From 86f30078878f4768d63d6a2c8a7c8f1c8e9af5a8 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 5 Mar 2021 13:58:11 +0100 Subject: [PATCH] Optimize particle attributes offsets binding to shader --- Source/Engine/Graphics/Materials/ParticleMaterialShader.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/Source/Engine/Graphics/Materials/ParticleMaterialShader.cpp b/Source/Engine/Graphics/Materials/ParticleMaterialShader.cpp index 23c7f81a4..4180f0df5 100644 --- a/Source/Engine/Graphics/Materials/ParticleMaterialShader.cpp +++ b/Source/Engine/Graphics/Materials/ParticleMaterialShader.cpp @@ -88,8 +88,7 @@ void ParticleMaterialShader::Bind(BindParameters& params) const auto& param = p.At(i); if (param.GetParameterType() == MaterialParameterType::Integer && param.GetName().StartsWith(TEXT("Particle."))) { - auto name = StringView(param.GetName().Get() + 9); - + const StringView name(param.GetName().Get() + 9, param.GetName().Length() - 9); const int32 offset = drawCall.Particle.Particles->Layout->FindAttributeOffset(name); *((int32*)(bindMeta.Constants + param.GetBindOffset())) = offset; }