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shader_cache: Make use of std::erase_if
Now that we use C++20, we can also make use of std::erase_if instead of needing to do the erase-remove idiom.
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1 changed files with 2 additions and 2 deletions
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@ -209,11 +209,11 @@ private:
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}
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// Remove them from the cache
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// Remove them from the cache
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const auto is_removed = [&removed_shaders](std::unique_ptr<T>& shader) {
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const auto is_removed = [&removed_shaders](const std::unique_ptr<T>& shader) {
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return std::find(removed_shaders.begin(), removed_shaders.end(), shader.get()) !=
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return std::find(removed_shaders.begin(), removed_shaders.end(), shader.get()) !=
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removed_shaders.end();
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removed_shaders.end();
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};
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};
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storage.erase(std::remove_if(storage.begin(), storage.end(), is_removed), storage.end());
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std::erase_if(storage, is_removed);
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}
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}
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/// @brief Creates a new entry in the lookup cache and returns its pointer
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/// @brief Creates a new entry in the lookup cache and returns its pointer
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