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TextureBatch tiny optimization: Use vector.reserve
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@ -821,6 +821,7 @@ void VKTexture::UpdateInternal(VkCommandBuffer cmd, VulkanPushPool *pushBuffer,
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int bpp = GetBpp(vulkanFormat);
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int bytesPerPixel = bpp / 8;
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TextureCopyBatch batch;
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batch.reserve(numLevels);
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for (i = 0; i < numLevels; i++) {
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uint32_t offset;
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VkBuffer buf;
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