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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
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return {};
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return {};
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}
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}
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std::vector<u8> code(code_size);
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std::string code(code_size, '\0');
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if (!LoadArrayFromPrecompiled(code.data(), code.size())) {
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if (!LoadArrayFromPrecompiled(code.data(), code.size())) {
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return {};
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return {};
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}
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}
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ShaderDiskCacheDecompiled entry;
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ShaderDiskCacheDecompiled entry;
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entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size);
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entry.code = std::move(code);
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u32 const_buffers_count{};
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u32 const_buffers_count{};
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if (!LoadObjectFromPrecompiled(const_buffers_count)) {
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if (!LoadObjectFromPrecompiled(const_buffers_count)) {
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