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optimize TextureCacheBase::SerializeTexture, ::DeserializeTexture
texture serialization and deserialization used to involve many memory allocations and deallocations, along with many copies to and from those allocations. avoid those by reserving a memory region inside the output and writing there directly, skipping the allocation and copy to an intermediate buffer entirely.
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@ -200,6 +200,16 @@ public:
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DoArray(arr, static_cast<u32>(N));
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}
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// The caller is required to inspect the mode of this PointerWrap
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// and deal with the pointer returned from this function themself.
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[[nodiscard]] u8* DoExternal(u32& count)
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{
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Do(count);
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u8* current = *ptr;
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*ptr += count;
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return current;
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}
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void Do(Common::Flag& flag)
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{
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bool s = flag.IsSet();
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