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authorLoïc Blot <nerzhul@users.noreply.github.com>2017-03-22 21:41:02 +0100
committerGitHub <noreply@github.com>2017-03-22 21:41:02 +0100
commit072bbba69aa2528c309b76aaec288bdba52e119c (patch)
tree60070fc33757aebdd52c666cdbd3de85fc2e673a /client/shaders
parent9efc5da0fb7d276deff55db6e4eb89d24ca72b5d (diff)
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Some performance optimizations (#5424)
* Some performance optimizations This is globally removing some memory useless copy * use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it * pass some stack created strings to static const as they are not modified anywhere * Camera: return nametags per const ref instead of a list pointer, we only need to read it * INodeDefManager: getAll should be a result ref writer instead of a return copy * INodeDefManager: getAlias should return a const std::string ref * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop) * CNodeDefManager::updateAliases: prevent a idef getall copy * Profiler: constness * rollback_interface: create real_name later, and use const ref * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction, * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
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