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Commit Description:
Optimize PreserveCounts and only recalculate when needed....
Commit Description:
Optimize PreserveCounts and only recalculate when needed.
Previously would recalculate preservecounts every Update call (~1 per frame), which isn't necessary
when there's no tick. Might be some room to tweak, like doing these updates only when preserves change.
Some measurements: This takes about 30ms versus the .25 ms with no preserve (then like .0002ms).
When the map is filled up with preserve, about 35ms and 9ms. With a handful of
cells, it's more like 0.8ms (before JIT optimizes most of it away).
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FNA/lib/MojoShader/csharp/README
15 lines | 477 B | text/plain | TextLexer
15 lines | 477 B | text/plain | TextLexer
r0 | This is MojoShader#, a C# wrapper for MojoShader, a library to work with | |||
Direct3D shaders on alternate 3D APIs and non-Windows platforms. | ||||
License | ||||
------- | ||||
MojoShader# is released under the zlib license. See LICENSE for details. | ||||
About MojoShader# | ||||
----------------- | ||||
MojoShader# was written to be used for FNA's Effect shader support. We wrap this | ||||
around MojoShader compiled as a shared library. | ||||
Building MojoShader# | ||||
-------------------- | ||||
Just type `make` in the root directory! | ||||