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

View file

@ -507,6 +507,8 @@ private:
/// Build the GLSL register list. /// Build the GLSL register list.
void BuildRegisterList() { void BuildRegisterList() {
regs.reserve(Register::NumRegisters);
for (size_t index = 0; index < Register::NumRegisters; ++index) { for (size_t index = 0; index < Register::NumRegisters; ++index) {
regs.emplace_back(index, suffix); regs.emplace_back(index, suffix);
} }