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
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This is MojoShader#, a C# wrapper for MojoShader, a library to work with
Direct3D shaders on alternate 3D APIs and non-Windows platforms.
License
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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!