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gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()

Avoids potentially perfoming multiple reallocations when we know the
total amount of memory we need beforehand.
pull/15/merge
Lioncash 7 years ago
parent
commit
6ef027b958
  1. 2
      src/video_core/renderer_opengl/gl_shader_decompiler.cpp

2
src/video_core/renderer_opengl/gl_shader_decompiler.cpp

@ -507,6 +507,8 @@ private:
/// Build the GLSL register list.
void BuildRegisterList() {
regs.reserve(Register::NumRegisters);
for (size_t index = 0; index < Register::NumRegisters; ++index) {
regs.emplace_back(index, suffix);
}

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