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Using reserve if possible
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@@ -1141,6 +1141,7 @@ bool ShaderManagerGLES::LoadCache(File::IOFile &f) {
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}
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}
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linkedShaderCache_.reserve(pending.link.size() - pending.linkPos);
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for (size_t &i = pending.linkPos; i < pending.link.size(); i++) {
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const VShaderID &vsid = pending.link[i].first;
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const FShaderID &fsid = pending.link[i].second;
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