Collapse AsSpan().Slice(..) calls into AsSpan(..) (#3145)
* Collapse AsSpan().Slice(..) calls into AsSpan(..) Less code and a bit faster * Collapse an Array.Clear(array, 0, array.Length) call to Array.Clear(array)
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@ -206,7 +206,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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program = new ShaderProgram(entry.Header.Stage, "");
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shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
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byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
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byte[] code = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, code);
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@ -244,7 +244,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return true; // Exit early, the decoding step failed.
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}
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byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
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byte[] code = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, code);
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@ -394,8 +394,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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// NOTE: Vertex B comes first in the shader cache.
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byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
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byte[] code2 = entry.Header.SizeA != 0 ? entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray() : null;
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byte[] code = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
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byte[] code2 = entry.Header.SizeA != 0 ? entry.Code.AsSpan(entry.Header.Size, entry.Header.SizeA).ToArray() : null;
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shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);
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