Optimize parameter passing to avoid unnecessary copying
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@@ -36,9 +36,9 @@ static bool animation(
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assetload::postfunc assetload::texture(
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AssetsLoader*,
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const ResPaths* paths,
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const std::string filename,
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const std::string name,
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std::shared_ptr<AssetCfg>
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const std::string& filename,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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std::shared_ptr<ImageData> image (
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imageio::read(paths->find(filename+".png").u8string()).release()
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@@ -51,9 +51,9 @@ assetload::postfunc assetload::texture(
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assetload::postfunc assetload::shader(
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AssetsLoader*,
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const ResPaths* paths,
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const std::string filename,
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const std::string name,
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std::shared_ptr<AssetCfg>
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const std::string& filename,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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fs::path vertexFile = paths->find(filename+".glslv");
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fs::path fragmentFile = paths->find(filename+".glslf");
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@@ -88,9 +88,9 @@ static bool append_atlas(AtlasBuilder& atlas, const fs::path& file) {
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assetload::postfunc assetload::atlas(
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AssetsLoader*,
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const ResPaths* paths,
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const std::string directory,
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const std::string name,
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std::shared_ptr<AssetCfg>
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const std::string& directory,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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AtlasBuilder builder;
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for (const auto& file : paths->listdir(directory)) {
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@@ -113,9 +113,9 @@ assetload::postfunc assetload::atlas(
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assetload::postfunc assetload::font(
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AssetsLoader*,
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const ResPaths* paths,
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const std::string filename,
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const std::string name,
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std::shared_ptr<AssetCfg>
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const std::string& filename,
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const std::string& name,
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const std::shared_ptr<AssetCfg>&
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) {
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auto pages = std::make_shared<std::vector<std::unique_ptr<ImageData>>>();
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for (size_t i = 0; i <= 4; i++) {
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@@ -136,9 +136,9 @@ assetload::postfunc assetload::font(
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assetload::postfunc assetload::layout(
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AssetsLoader*,
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const ResPaths* paths,
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const std::string file,
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const std::string name,
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std::shared_ptr<AssetCfg> config
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const std::string& file,
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const std::string& name,
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const std::shared_ptr<AssetCfg>& config
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) {
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return [=](auto assets) {
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try {
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@@ -154,9 +154,9 @@ assetload::postfunc assetload::layout(
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assetload::postfunc assetload::sound(
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AssetsLoader*,
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const ResPaths* paths,
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const std::string file,
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const std::string name,
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std::shared_ptr<AssetCfg> config
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const std::string& file,
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const std::string& name,
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const std::shared_ptr<AssetCfg>& config
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) {
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auto cfg = std::dynamic_pointer_cast<SoundCfg>(config);
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bool keepPCM = cfg ? cfg->keepPCM : false;
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