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* Low overhead bloom filter for identifier hash lookups in maybe_expand_macro (3.1%) * Optimized inline version of library calls (isspace, isalnum), and avoid strtoul for single digit numbers in evaluate_if (2.6%) * Array reserve function inlining (1.7%) * Fetch output size from preprocessor library instead of calling strlen (1.2%) * Avoid FName -> string -> FName round trip conversion of key in FShaderCompilerEnvironment::Merge (0.3%) * Use string concatentation instead of printf and inline storage in AddStbDefines (0.3%) * Other overhead reduction (remove unused fast_dest feature, smaller stbds_array_header struct, savings from inlining) (1.5%) #rnx #rb dan.elksnitis jason.nadro [CL 28537574 by jason hoerner in ue5-main branch]