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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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				| @ -112,7 +112,7 @@ public: | ||||
|     void AddLine(const std::string& text) { | ||||
|         DEBUG_ASSERT(scope >= 0); | ||||
|         if (!text.empty()) { | ||||
|             shader_source += std::string(static_cast<size_t>(scope) * 4, ' '); | ||||
|             AppendIndentation(); | ||||
|         } | ||||
|         shader_source += text + '\n'; | ||||
|     } | ||||
| @ -124,6 +124,10 @@ public: | ||||
|     int scope = 0; | ||||
| 
 | ||||
| private: | ||||
|     void AppendIndentation() { | ||||
|         shader_source.append(static_cast<size_t>(scope) * 4, ' '); | ||||
|     } | ||||
| 
 | ||||
|     std::string shader_source; | ||||
| }; | ||||
| 
 | ||||
|  | ||||
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