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internal/shaderir: performance improvement by using a slice instead of a map
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parent
61f1d8b69f
commit
ae715ba33b
@ -32,7 +32,7 @@ type Program struct {
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VertexFunc VertexFunc
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FragmentFunc FragmentFunc
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reachableUniforms map[int]struct{}
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reachableUniforms []bool
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}
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type Func struct {
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@ -462,16 +462,16 @@ func (p *Program) reachableUniformVariablesFromBlock(block *Block) []int {
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func (p *Program) FilterUniformVariables(uniforms [][]uint32) {
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if p.reachableUniforms == nil {
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p.reachableUniforms = map[int]struct{}{}
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p.reachableUniforms = make([]bool, len(p.Uniforms))
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for _, i := range p.reachableUniformVariablesFromBlock(p.VertexFunc.Block) {
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p.reachableUniforms[i] = struct{}{}
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p.reachableUniforms[i] = true
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}
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for _, i := range p.reachableUniformVariablesFromBlock(p.FragmentFunc.Block) {
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p.reachableUniforms[i] = struct{}{}
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p.reachableUniforms[i] = true
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}
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}
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for i := range uniforms {
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if _, ok := p.reachableUniforms[i]; !ok {
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if !p.reachableUniforms[i] {
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uniforms[i] = nil
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}
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}
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