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authorLioncash <mathew1800@gmail.com>2018-08-09 17:29:09 -0400
committerLioncash <mathew1800@gmail.com>2018-08-09 17:29:11 -0400
commit6ef027b958471dbd67dadbad5838f9cd246177ae (patch)
treeee18894d54973d9f1ac913545641cf30a5c0534e /src
parent0bfe974281de2944d08d2856908142298b78c86b (diff)
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.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index ea7779429..32f06f409 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/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);
}