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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.
This commit is contained in:
Lioncash 2018-08-09 17:29:09 -04:00
parent 0bfe974281
commit 6ef027b958
1 changed files with 2 additions and 0 deletions

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@ -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);
}