Remove default parameter from ProgramBinary::defineUniform and make it explicit

Trac #22155
Signed-off-by: Geoff Lang
Signed-off-by: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1499 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index 2f9e122..e4ecf69 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -2066,7 +2066,7 @@
     {
         const D3DConstant *constant = constantTable->getConstant(constantIndex);
 
-        if (!defineUniform(infoLog, shader, constant))
+        if (!defineUniform(infoLog, shader, constant, ""))
         {
             return false;
         }
@@ -2077,7 +2077,7 @@
 
 // Adds the description of a constant found in the binary shader to the list of uniforms
 // Returns true if succesful (uniform not already defined)
-bool ProgramBinary::defineUniform(InfoLog &infoLog, GLenum shader, const D3DConstant *constant, std::string name)
+bool ProgramBinary::defineUniform(InfoLog &infoLog, GLenum shader, const D3DConstant *constant, const std::string &name)
 {
     if (constant->registerSet == D3DConstant::RS_SAMPLER)
     {
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index b73df7d..3a776a6 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -174,7 +174,7 @@
     bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
 
     bool linkUniforms(InfoLog &infoLog, GLenum shader, D3DConstantTable *constantTable);
-    bool defineUniform(InfoLog &infoLog, GLenum shader, const D3DConstant *constant, std::string name = "");
+    bool defineUniform(InfoLog &infoLog, GLenum shader, const D3DConstant *constant, const std::string &name);
     bool defineUniform(GLenum shader, const D3DConstant *constant, const std::string &name);
     Uniform *createUniform( const D3DConstant *constant, const std::string &name);
     bool applyUniformnfv(Uniform *targetUniform, const GLfloat *v);