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Using reserve if possible
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@ -225,7 +225,6 @@ void LoadPostShaderInfo(Draw::DrawContext *draw, const std::vector<Path> &direct
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off.settings[i].maxValue = 1.0f;
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off.settings[i].step = 0.01f;
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}
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shaderInfo.insert(shaderInfo.begin(), off);
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TextureShaderInfo textureOff{};
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textureOff.name = "Off";
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@ -233,6 +232,8 @@ void LoadPostShaderInfo(Draw::DrawContext *draw, const std::vector<Path> &direct
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textureShaderInfo.insert(textureShaderInfo.begin(), textureOff);
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// We always want the not visible ones at the end. Makes menus easier.
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shaderInfo.reserve(notVisible.size() + 1);
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shaderInfo.insert(shaderInfo.begin(), off);
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for (const auto &info : notVisible) {
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appendShader(info);
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}
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@ -522,6 +522,7 @@ ReplacedTexture::LoadLevelResult ReplacedTexture::LoadLevelData(VFSFileReference
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basist::ktx2_transcoder_state transcodeState; // Each thread needs one of these.
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transcoder.start_transcoding();
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levels_.reserve(numMips);
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for (int i = 0; i < numMips; i++) {
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std::vector<uint8_t> &out = data_[mipLevel + i];
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@ -574,6 +575,7 @@ ReplacedTexture::LoadLevelResult ReplacedTexture::LoadLevelData(VFSFileReference
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data_.resize(numMips);
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// A DDS File can contain multiple mipmaps.
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levels_.reserve(numMips);
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for (int i = 0; i < numMips; i++) {
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std::vector<uint8_t> &out = data_[mipLevel + i];
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@ -1141,6 +1141,7 @@ bool ShaderManagerGLES::LoadCache(File::IOFile &f) {
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}
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}
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linkedShaderCache_.reserve(pending.link.size() - pending.linkPos);
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for (size_t &i = pending.linkPos; i < pending.link.size(); i++) {
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const VShaderID &vsid = pending.link[i].first;
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const FShaderID &fsid = pending.link[i].second;
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@ -1606,6 +1606,7 @@ std::vector<GPUDebugOp> GPUCommon::DissassembleOpRange(u32 startpc, u32 endpc) {
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// Don't trigger a pause.
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u32 prev = Memory::IsValidAddress(startpc - 4) ? Memory::Read_U32(startpc - 4) : 0;
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result.reserve((endpc - startpc) / 4);
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for (u32 pc = startpc; pc < endpc; pc += 4) {
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u32 op = Memory::IsValidAddress(pc) ? Memory::Read_U32(pc) : 0;
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GeDisassembleOp(pc, op, prev, buffer, sizeof(buffer));
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