GraphicsModGroup: Reduce object churn
We can emplace and move to avoid doing object copies.
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@ -18,7 +18,7 @@
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#include "VideoCommon/GraphicsModSystem/Constants.h"
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#include "VideoCommon/HiresTextures.h"
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GraphicsModGroupConfig::GraphicsModGroupConfig(const std::string& game_id) : m_game_id(game_id)
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GraphicsModGroupConfig::GraphicsModGroupConfig(std::string game_id) : m_game_id(std::move(game_id))
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{
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}
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@ -145,9 +145,9 @@ void GraphicsModGroupConfig::Save() const
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{
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picojson::object serialized_mod;
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mod.SerializeToProfile(&serialized_mod);
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serialized_mods.push_back(picojson::value{serialized_mod});
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serialized_mods.emplace_back(std::move(serialized_mod));
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}
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serialized_root["mods"] = picojson::value{serialized_mods};
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serialized_root.emplace("mods", std::move(serialized_mods));
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const auto output = picojson::value{serialized_root}.serialize(true);
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json_stream << output;
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@ -16,7 +16,7 @@ struct GraphicsModConfig;
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class GraphicsModGroupConfig
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{
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public:
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explicit GraphicsModGroupConfig(const std::string& game_id);
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explicit GraphicsModGroupConfig(std::string game_id);
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~GraphicsModGroupConfig();
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GraphicsModGroupConfig(const GraphicsModGroupConfig&);
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