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https://github.com/yuzu-emu/yuzu-android
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video_core/shader_cache: Take std::span in RemoveShadersFromStorage()
Same behavior, but without the need to move into the function to avoid an allocation.
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@ -170,7 +170,7 @@ void ShaderCache::RemovePendingShaders() {
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marked_for_removal.clear();
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if (!removed_shaders.empty()) {
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RemoveShadersFromStorage(std::move(removed_shaders));
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RemoveShadersFromStorage(removed_shaders);
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}
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}
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@ -213,7 +213,7 @@ void ShaderCache::UnmarkMemory(Entry* entry) {
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rasterizer.UpdatePagesCachedCount(addr, size, -1);
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}
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void ShaderCache::RemoveShadersFromStorage(std::vector<ShaderInfo*> removed_shaders) {
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void ShaderCache::RemoveShadersFromStorage(std::span<ShaderInfo*> removed_shaders) {
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// Remove them from the cache
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std::erase_if(storage, [&removed_shaders](const std::unique_ptr<ShaderInfo>& shader) {
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return std::ranges::find(removed_shaders, shader.get()) != removed_shaders.end();
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@ -138,7 +138,7 @@ private:
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/// @param removed_shaders Shaders to be removed from the storage
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/// @pre invalidation_mutex is locked
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/// @pre lookup_mutex is locked
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void RemoveShadersFromStorage(std::vector<ShaderInfo*> removed_shaders);
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void RemoveShadersFromStorage(std::span<ShaderInfo*> removed_shaders);
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/// @brief Creates a new entry in the lookup cache and returns its pointer
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/// @pre lookup_mutex is locked
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