FileSystem: Swap vector for DynamicHeapArray
No point zeroing it out.
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@ -1,5 +1,5 @@
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// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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// SPDX-License-Identifier: (GPL-3.0 OR PolyForm-Strict-1.0.0)
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#include "d3d12_device.h"
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#include "d3d12_builders.h"
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@ -60,7 +60,7 @@ static std::mutex s_instance_mutex;
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static constexpr GPUTexture::Format s_swap_chain_format = GPUTexture::Format::RGBA8;
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// We just need to keep this alive, never reference it.
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static std::vector<u8> s_pipeline_cache_data;
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static DynamicHeapArray<u8> s_pipeline_cache_data;
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#ifdef _DEBUG
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#include "WinPixEventRuntime/pix3.h"
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@ -268,7 +268,7 @@ void D3D12Device::DestroyDevice()
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DestroyCommandLists();
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m_pipeline_library.Reset();
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std::vector<u8>().swap(s_pipeline_cache_data);
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s_pipeline_cache_data.deallocate();
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m_fence.Reset();
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if (m_fence_event != NULL)
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{
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@ -285,7 +285,7 @@ void D3D12Device::DestroyDevice()
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bool D3D12Device::ReadPipelineCache(const std::string& filename)
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{
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std::optional<std::vector<u8>> data = FileSystem::ReadBinaryFile(filename.c_str());
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std::optional<DynamicHeapArray<u8>> data = FileSystem::ReadBinaryFile(filename.c_str());
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HRESULT hr =
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m_device->CreatePipelineLibrary(data.has_value() ? data->data() : nullptr, data.has_value() ? data->size() : 0,
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