Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Internal
jason hoerner b5db1a507e Shader Preprocessor optimizations second pass: 10.7% overall improvement to ConditionalPreprocessShader, or 23.1% improvement to lower level PreprocessShader pass alone, factoring out other passes like dead code removal not affected by this CL.
* 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]
2023-10-06 09:14:35 -04:00
..