Don't allocate name strings for empty symbols
This removes unnecessary memory allocations.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Ide575ea19ab2f8e9fc93092490f1352efa6024a3
Reviewed-on: https://chromium-review.googlesource.com/817415
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/compiler/translator/UtilsHLSL.cpp b/src/compiler/translator/UtilsHLSL.cpp
index f6c7497..1569225 100644
--- a/src/compiler/translator/UtilsHLSL.cpp
+++ b/src/compiler/translator/UtilsHLSL.cpp
@@ -855,10 +855,10 @@
// translation so that we can link between shader stages.
if (structure.atGlobalScope())
{
- return Decorate(structure.name());
+ return Decorate(*structure.name());
}
- return "ss" + str(structure.uniqueId().get()) + "_" + structure.name();
+ return "ss" + str(structure.uniqueId().get()) + "_" + *structure.name();
}
TString QualifiedStructNameString(const TStructure &structure,