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	gl_shader_decompiler: Reserve element memory beforehand in BuildRegisterList()
Avoids potentially perfoming multiple reallocations when we know the total amount of memory we need beforehand.
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				| @ -507,6 +507,8 @@ private: | ||||
| 
 | ||||
|     /// Build the GLSL register list.
 | ||||
|     void BuildRegisterList() { | ||||
|         regs.reserve(Register::NumRegisters); | ||||
| 
 | ||||
|         for (size_t index = 0; index < Register::NumRegisters; ++index) { | ||||
|             regs.emplace_back(index, suffix); | ||||
|         } | ||||
|  | ||||
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