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	gl_shader_manager: Avoid unnecessary std::vector copy in LoadDiskCache()
Same behavior, but without an unnecessary reallocation.
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		|  | @ -445,7 +445,7 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading, | |||
|     if (!transferable) { | ||||
|         return; | ||||
|     } | ||||
|     const auto raws = *transferable; | ||||
|     const auto& raws = *transferable; | ||||
| 
 | ||||
|     auto [decompiled, dumps] = disk_cache.LoadPrecompiled(); | ||||
| 
 | ||||
|  |  | |||
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