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* Inline array memory allocation added to low level preprocessor for output and various temporary buffers to reduce dynamic memory allocation and reallocation overhead. Saved 4.6%. * FShaderPreprocessOutput::StripCode optimized to write to FString as TCHAR array, rather than using AppendChar (over 4x speedup). Saved 2.9% * Shader source file cache now also stores stripped and ANSI converted source, to avoid need to convert and strip the source, plus allocating a copy is avoided. Saved 4.3% * Uniform buffer structure declarations stored as ANSI converted source, avoiding convert and copy. Saved 4.9% #rnx #rb dan.elksnitis jason.nadro [CL 28219741 by jason hoerner in ue5-main branch]