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-rw-r--r--src/video_core/shader_cache.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/src/video_core/shader_cache.cpp b/src/video_core/shader_cache.cpp
index d9482371b..4db948b6d 100644
--- a/src/video_core/shader_cache.cpp
+++ b/src/video_core/shader_cache.cpp
@@ -151,11 +151,9 @@ void ShaderCache::RemovePendingShaders() {
marked_for_removal.erase(std::unique(marked_for_removal.begin(), marked_for_removal.end()),
marked_for_removal.end());
- std::vector<ShaderInfo*> removed_shaders;
- removed_shaders.reserve(marked_for_removal.size());
+ boost::container::small_vector<ShaderInfo*, 16> removed_shaders;
std::scoped_lock lock{lookup_mutex};
-
for (Entry* const entry : marked_for_removal) {
removed_shaders.push_back(entry->data);
@@ -228,14 +226,14 @@ const ShaderInfo* ShaderCache::MakeShaderInfo(GenericEnvironment& env, VAddr cpu
auto info = std::make_unique<ShaderInfo>();
if (const std::optional<u64> cached_hash{env.Analyze()}) {
info->unique_hash = *cached_hash;
- info->size_bytes = env.CachedSize();
+ info->size_bytes = env.CachedSizeBytes();
} else {
// Slow path, not really hit on commercial games
// Build a control flow graph to get the real shader size
Shader::ObjectPool<Shader::Maxwell::Flow::Block> flow_block;
Shader::Maxwell::Flow::CFG cfg{env, flow_block, env.StartAddress()};
info->unique_hash = env.CalculateHash();
- info->size_bytes = env.ReadSize();
+ info->size_bytes = env.ReadSizeBytes();
}
const size_t size_bytes{info->size_bytes};
const ShaderInfo* const result{info.get()};