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gl_shader_decompiler: Avoid copies where applicable
Avoids unnecessary reference count increments where applicable and also avoids reallocating a vector. Unlikely to make a huge difference, but given how trivial of an amendment it is, why not?
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@ -484,7 +484,7 @@ private:
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code.AddLine("switch (jmp_to) {{");
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code.AddLine("switch (jmp_to) {{");
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for (const auto& pair : ir.GetBasicBlocks()) {
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for (const auto& pair : ir.GetBasicBlocks()) {
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const auto [address, bb] = pair;
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const auto& [address, bb] = pair;
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code.AddLine("case 0x{:X}U: {{", address);
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code.AddLine("case 0x{:X}U: {{", address);
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++code.scope;
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++code.scope;
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@ -1483,8 +1483,8 @@ private:
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dy += '(';
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dy += '(';
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for (std::size_t index = 0; index < components; ++index) {
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for (std::size_t index = 0; index < components; ++index) {
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const auto operand_x{derivates.at(index * 2)};
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const auto& operand_x{derivates.at(index * 2)};
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const auto operand_y{derivates.at(index * 2 + 1)};
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const auto& operand_y{derivates.at(index * 2 + 1)};
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dx += Visit(operand_x).AsFloat();
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dx += Visit(operand_x).AsFloat();
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dy += Visit(operand_y).AsFloat();
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dy += Visit(operand_y).AsFloat();
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