Reduce memory allocations during controller processing

This commit is contained in:
Henrik Rydgård
2023-12-21 11:15:40 +01:00
parent 9a276c6f97
commit 144ed7a3ab
2 changed files with 2 additions and 3 deletions
+1 -3
View File
@@ -268,6 +268,7 @@ bool ControlMapper::UpdatePSPState(const InputMapping &changedMapping, double no
// For the PSP's button inputs, we just go through and put the flags together.
uint32_t buttonMask = 0;
uint32_t changedButtonMask = 0;
std::vector<MultiInputMapping> inputMappings;
for (int i = 0; i < 32; i++) {
uint32_t mask = 1 << i;
if (!(mask & CTRL_MASK_USER)) {
@@ -281,8 +282,6 @@ bool ControlMapper::UpdatePSPState(const InputMapping &changedMapping, double no
}
SwapMappingIfEnabled(&mappingBit);
std::vector<MultiInputMapping> inputMappings;
if (!KeyMap::InputMappingsFromPspButton(mappingBit, &inputMappings, false))
continue;
@@ -316,7 +315,6 @@ bool ControlMapper::UpdatePSPState(const InputMapping &changedMapping, double no
// Note that virtual keys include the analog directions, as they are driven by them.
for (int i = 0; i < VIRTKEY_COUNT; i++) {
int vkId = i + VIRTKEY_FIRST;
std::vector<MultiInputMapping> inputMappings;
uint32_t idForMapping = vkId;
SwapMappingIfEnabled(&idForMapping);