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gl_shader_disk_cache: Remove redundant code string construction in LoadDecompiledEntry()

We don't need to load the code into a vector and then construct a string
over the data. We can just create a string with the necessary size ahead
of time, and read the data directly into it, getting rid of an
unnecessary heap allocation.
nce_cpp
Lioncash 7 years ago
parent
commit
55feec3b8c
  1. 4
      src/video_core/renderer_opengl/gl_shader_disk_cache.cpp

4
src/video_core/renderer_opengl/gl_shader_disk_cache.cpp

@ -287,13 +287,13 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEn
return {};
}
std::vector<u8> code(code_size);
std::string code(code_size, '\0');
if (!LoadArrayFromPrecompiled(code.data(), code.size())) {
return {};
}
ShaderDiskCacheDecompiled entry;
entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size);
entry.code = std::move(code);
u32 const_buffers_count{};
if (!LoadObjectFromPrecompiled(const_buffers_count)) {

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