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I didn't bother not shifting there. We need to load the whole thing and shift for at least one of cascade level / shadow cascade order. Callers of level() other than for_rule_tree are non-existent in release builds, so we'd be doing the shift anyway. I can implement the same thing for shadow_cascade_order too, but I don't think that optimization is measurable in any way, either, the compiler should make the decision. And just in case, the simpler version actually generated less instructions in: https://play.rust-lang.org/?gist=ceadb0d3cbce4eeca76e4d9ab9a1c744&version=nightly with the simple thing. Bug: 1455032 Reviewed-by: heycam MozReview-Commit-ID: 8xPBJmlcyKh |
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mod.rs |