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gl_shader_manager: Avoid unnecessary std::vector copy in LoadDiskCache()
Same behavior, but without an unnecessary reallocation.
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@ -445,7 +445,7 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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if (!transferable) {
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return;
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}
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const auto raws = *transferable;
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const auto& raws = *transferable;
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auto [decompiled, dumps] = disk_cache.LoadPrecompiled();
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