Careful With That STL Map Insert, Eugene
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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