ShaderCache: Use memcmp for comparing pipeline UIDs

As these are stored in a map, operator< will become a hot function when
doing lookups, which happen every frame. std::tie generated a rather
large function here with quite a few branches.
This commit is contained in:
Stenzek
2018-02-27 19:38:00 +10:00
parent 41296db083
commit 590307b94c
2 changed files with 24 additions and 18 deletions

View File

@ -83,8 +83,8 @@ protected:
Slope m_zslope = {};
void CalculateZSlope(NativeVertexFormat* format);
VideoCommon::GXPipelineConfig m_current_pipeline_config = {};
VideoCommon::GXUberPipelineConfig m_current_uber_pipeline_config = {};
VideoCommon::GXPipelineConfig m_current_pipeline_config;
VideoCommon::GXUberPipelineConfig m_current_uber_pipeline_config;
const AbstractPipeline* m_current_pipeline_object = nullptr;
PrimitiveType m_current_primitive_type = PrimitiveType::Points;
bool m_pipeline_config_changed = true;