gl_shader_decompiler: Avoid copies where applicable

Avoids unnecessary reference count increments where applicable and also
avoids reallocating a vector.

Unlikely to make a huge difference, but given how trivial of an
amendment it is, why not?
merge-requests/60/head
Lioncash 2020-04-17 20:47:00 +07:00
parent fd7dc7e03d
commit bf328ed35a
1 changed files with 3 additions and 3 deletions

@ -484,7 +484,7 @@ private:
code.AddLine("switch (jmp_to) {{"); code.AddLine("switch (jmp_to) {{");
for (const auto& pair : ir.GetBasicBlocks()) { for (const auto& pair : ir.GetBasicBlocks()) {
const auto [address, bb] = pair; const auto& [address, bb] = pair;
code.AddLine("case 0x{:X}U: {{", address); code.AddLine("case 0x{:X}U: {{", address);
++code.scope; ++code.scope;
@ -1483,8 +1483,8 @@ private:
dy += '('; dy += '(';
for (std::size_t index = 0; index < components; ++index) { for (std::size_t index = 0; index < components; ++index) {
const auto operand_x{derivates.at(index * 2)}; const auto& operand_x{derivates.at(index * 2)};
const auto operand_y{derivates.at(index * 2 + 1)}; const auto& operand_y{derivates.at(index * 2 + 1)};
dx += Visit(operand_x).AsFloat(); dx += Visit(operand_x).AsFloat();
dy += Visit(operand_y).AsFloat(); dy += Visit(operand_y).AsFloat();