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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.
This commit is contained in:
Lioncash 2019-05-19 02:39:00 -04:00
parent 5e4c227608
commit 683c4e523f
1 changed files with 2 additions and 2 deletions

View File

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