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async_shaders: std::move data within QueueVulkanShader()
Same behavior, but avoids redundant copies. While we're at it, we can simplify the pushing of the parameters into the pending queue.
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@ -153,8 +153,8 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
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.descriptor_pool = &descriptor_pool,
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.descriptor_pool = &descriptor_pool,
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.update_descriptor_queue = &update_descriptor_queue,
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.update_descriptor_queue = &update_descriptor_queue,
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.renderpass_cache = &renderpass_cache,
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.renderpass_cache = &renderpass_cache,
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.bindings = bindings,
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.bindings = std::move(bindings),
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.program = program,
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.program = std::move(program),
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.key = key,
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.key = key,
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};
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};
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