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