bb9b8b13e582bc5bc961159e1e9c6d8d03cbff4c
This way we reduce number of loops from look-over-all-inputs to loop-over-collision, which is expected to be much less CPU ticks. There is still possible optimization: use memory pool of some sort to manage memory needed for hash entries, but that will only speedup shader interface construction / deconstruction time. There are also some trickery happening to speed up process even more in the case there is no hash collisions detected when constructing shader interface.
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