fix: optimization: PVS-Studio warning V813

Passing large objects by const reference avoids unnecessary copying and enhances efficiency.

Reported by: PVS-Studio
Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
This commit is contained in:
Vyacheslav Ivanov
2024-08-02 05:35:55 +03:00
committed by Pugemon
parent 5b325ac2bc
commit 2c1103307f
42 changed files with 173 additions and 144 deletions
+8 -8
View File
@@ -151,20 +151,20 @@ namespace lua {
return 3;
}
inline int pushivec3_stack(lua::State* L, glm::ivec3 vec) {
inline int pushivec3_stack(lua::State* L, const glm::ivec3 &vec) {
pushinteger(L, vec.x);
pushinteger(L, vec.y);
pushinteger(L, vec.z);
return 3;
}
inline int pushvec3_stack(lua::State* L, glm::vec3 vec) {
inline int pushvec3_stack(lua::State* L, const glm::vec3 &vec) {
pushnumber(L, vec.x);
pushnumber(L, vec.y);
pushnumber(L, vec.z);
return 3;
}
inline int pushvec4_stack(lua::State* L, glm::vec4 vec) {
inline int pushvec4_stack(lua::State* L, const glm::vec4 &vec) {
pushnumber(L, vec.x);
pushnumber(L, vec.y);
pushnumber(L, vec.z);
@@ -179,15 +179,15 @@ namespace lua {
lua_pushvalue(L, idx);
return 1;
}
inline int pushvec2(lua::State* L, glm::vec2 vec) {
inline int pushvec2(lua::State* L, const glm::vec2 &vec) {
return pushvec(L, vec);
}
inline int pushvec3(lua::State* L, glm::vec3 vec) {
inline int pushvec3(lua::State* L, const glm::vec3 &vec) {
return pushvec(L, vec);
}
inline int pushvec4(lua::State* L, glm::vec4 vec) {
inline int pushvec4(lua::State* L, const glm::vec4 &vec) {
return pushvec(L, vec);
}
inline int pushcolor(lua::State* L, glm::vec4 vec) {
@@ -210,7 +210,7 @@ namespace lua {
}
return 1;
}
inline int pushmat4(lua::State* L, glm::mat4 matrix) {
inline int pushmat4(lua::State* L, const glm::mat4 &matrix) {
createtable(L, 16, 0);
for (uint y = 0; y < 4; y++) {
for (uint x = 0; x < 4; x++) {
@@ -222,7 +222,7 @@ namespace lua {
return 1;
}
/// @brief pushes matrix table to the stack and updates it with glm matrix
inline int setmat4(lua::State* L, int idx, glm::mat4 matrix) {
inline int setmat4(lua::State* L, int idx, const glm::mat4 &matrix) {
pushvalue(L, idx);
for (uint y = 0; y < 4; y++) {
for (uint x = 0; x < 4; x++) {