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25a29f9044
The backing for shader data would implicitly be zero-initialized due to a `resize` on every shader parse, this was entirely unnecessary as we would overwrite the entire range regardless. We avoid this by using statically allocated storage and a span over it containing the shader bytecode which avoids any unnecessary clear semantics without resorting to more complex solutions such as a custom allocator. |
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libraries | ||
src/main | ||
.gitignore | ||
build.gradle | ||
CMakeLists.txt | ||
proguard-rules.pro |