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glsl_shader_decompiler: Append indentation without constructing a separate std::string
The interface of std::string already lets us append N copies of a character to an existing string.
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1 changed files with 5 additions and 1 deletions
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@ -112,7 +112,7 @@ public:
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void AddLine(const std::string& text) {
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DEBUG_ASSERT(scope >= 0);
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if (!text.empty()) {
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shader_source += std::string(static_cast<size_t>(scope) * 4, ' ');
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AppendIndentation();
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}
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shader_source += text + '\n';
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}
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@ -124,6 +124,10 @@ public:
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int scope = 0;
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private:
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void AppendIndentation() {
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shader_source.append(static_cast<size_t>(scope) * 4, ' ');
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}
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std::string shader_source;
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};
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