Careful With That STL Map Insert, Eugene

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Some things are not as efficient as we thought:

Careful With That STL Map Insert, Eugene

by Aras Pranckevičius

From the article:

So we had this pattern in some of our code. Some sort of “device/API specific objects” need to be created out of simple “descriptor/key” structures. Think D3D11 rasterizer state or Metal pipeline state, or something similar to them...

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