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.
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		| @@ -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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