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Write directly to bytecode array in LoadEffectResource()

Nikos Kastellanos 5 years ago
parent
commit
507ff7e1d8

+ 3 - 3
Shaders/Deferred/DeferredBasicEffect.cs

@@ -45,10 +45,10 @@ namespace tainicom.Aether.Shaders
         internal static byte[] LoadEffectResource(string name)
         {
             using (var stream = LoadEffectResourceStream(name))
-            using (var ms = new MemoryStream())
             {
-                stream.CopyTo(ms);
-                return ms.ToArray();
+                var bytecode = new byte[stream.Length];
+                stream.Read(bytecode, 0, (int)stream.Length);
+                return bytecode;
             }
         }
 

+ 3 - 3
Shaders/Deferred/DeferredClearGBufferEffect.cs

@@ -40,10 +40,10 @@ namespace tainicom.Aether.Shaders
         internal static byte[] LoadEffectResource(string name)
         {
             using (var stream = LoadEffectResourceStream(name))
-            using (var ms = new MemoryStream())
             {
-                stream.CopyTo(ms);
-                return ms.ToArray();
+                var bytecode = new byte[stream.Length];
+                stream.Read(bytecode, 0, (int)stream.Length);
+                return bytecode;
             }
         }
 

+ 3 - 3
Shaders/Deferred/DeferredCombineEffect.cs

@@ -44,10 +44,10 @@ namespace tainicom.Aether.Shaders
         internal static byte[] LoadEffectResource(string name)
         {
             using (var stream = LoadEffectResourceStream(name))
-            using (var ms = new MemoryStream())
             {
-                stream.CopyTo(ms);
-                return ms.ToArray();
+                var bytecode = new byte[stream.Length];
+                stream.Read(bytecode, 0, (int)stream.Length);
+                return bytecode;
             }
         }
 

+ 3 - 3
Shaders/Deferred/DeferredPointLightEffect.cs

@@ -57,10 +57,10 @@ namespace tainicom.Aether.Shaders
         internal static byte[] LoadEffectResource(string name)
         {
             using (var stream = LoadEffectResourceStream(name))
-            using (var ms = new MemoryStream())
             {
-                stream.CopyTo(ms);
-                return ms.ToArray();
+                var bytecode = new byte[stream.Length];
+                stream.Read(bytecode, 0, (int)stream.Length);
+                return bytecode;
             }
         }
 

+ 3 - 3
Shaders/Deferred/DeferredSpotLightEffect.cs

@@ -61,10 +61,10 @@ namespace tainicom.Aether.Shaders
         internal static byte[] LoadEffectResource(string name)
         {
             using (var stream = LoadEffectResourceStream(name))
-            using (var ms = new MemoryStream())
             {
-                stream.CopyTo(ms);
-                return ms.ToArray();
+                var bytecode = new byte[stream.Length];
+                stream.Read(bytecode, 0, (int)stream.Length);
+                return bytecode;
             }
         }
 

+ 3 - 3
Shaders/FXAA/FXAAEffect.cs

@@ -51,10 +51,10 @@ namespace tainicom.Aether.Shaders
         internal static byte[] LoadEffectResource(string name)
         {
             using (var stream = LoadEffectResourceStream(name))
-            using (var ms = new MemoryStream())
             {
-                stream.CopyTo(ms);
-                return ms.ToArray();
+                var bytecode = new byte[stream.Length];
+                stream.Read(bytecode, 0, (int)stream.Length);
+                return bytecode;
             }
         }
 

+ 3 - 3
Shaders/InfiniteGrid/InfiniteGridEffect.cs

@@ -75,10 +75,10 @@ namespace tainicom.Aether.Shaders
         internal static byte[] LoadEffectResource(string name)
         {
             using (var stream = GetAssembly(typeof(InfiniteGridEffect)).GetManifestResourceStream(name))
-            using (var ms = new MemoryStream())
             {
-                stream.CopyTo(ms);
-                return ms.ToArray();
+                var bytecode = new byte[stream.Length];
+                stream.Read(bytecode, 0, (int)stream.Length);
+                return bytecode;
             }
         }