godot/servers/rendering/renderer_rd/storage_rd
reduz 8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
..
light_storage.cpp Move light, reflection probe and lightmap into LightStorage 2022-04-17 13:13:18 +10:00
light_storage.h Move light, reflection probe and lightmap into LightStorage 2022-04-17 13:13:18 +10:00
material_storage.cpp Add a new HashMap implementation 2022-05-12 11:21:29 +02:00
material_storage.h Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
mesh_storage.cpp Rename Basis "elements" to "rows" 2022-04-29 08:02:56 -05:00
mesh_storage.h Check multimesh before uniform set creation 2022-05-05 12:25:02 +05:30
particles_storage.cpp Merge pull request #60627 from aaronfranke/rename-elements 2022-05-03 14:40:01 +02:00
particles_storage.h Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init 2022-05-02 16:28:25 +02:00
SCsub
texture_storage.cpp Add a new HashMap implementation 2022-05-12 11:21:29 +02:00
texture_storage.h Merge canvas and decal into TextureStorage and add render target 2022-04-17 12:59:50 +10:00