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authorJacques Lucke <jacques@blender.org>2021-12-05 17:10:11 +0300
committerJacques Lucke <jacques@blender.org>2021-12-05 17:10:11 +0300
commitb32f9bf801ec6cc0e3b40b87de16f34eba3f593e (patch)
tree6a1fb164156a65945aee22d6885747300dfaf0ae /source/blender/nodes/shader
parentd19443074a8ed9a5717b56f0254bd416c5e76923 (diff)
Geometry Nodes: use array instead of map in GeometrySet
`GeometrySet` contains at most one component of each type. Previously, a map was used to make sure that each component type only exists once. The overhead of a map (especially with inline storage) is rather large though. Since all component types are known at compile time and the number of types is low, a simple `std::array` works as well. Some benefits of using `std::array` here: * Looking up the component of a specific type is a bit faster. * The size of `GeometrySet` becomes much smaller from 192 to 40 bytes. * Debugging a `GeometrySet` in many tools becomes simpler because one can easily see which components exists and which don't
Diffstat (limited to 'source/blender/nodes/shader')
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