Optimization suggestion for MinTextureStateChangeHashFunc

Description

Right now to minimize render state batches Ogre sorts passes by hash.
The default hash is generated by MinTextureStateChangeHashFunc function which considers only 2 texture units. As a more and more complex effects emerge that require 3, 4 or even more texture units per pass to be processed by shaders this hash function doesn't perform well in those cases. While it is possible to write custom hash functions, it might be a benefit to write a new hash func that takes an "unlimited" amount of texture states in account to improve performance

Environment

None

Assignee

M

Reporter

Pavel Bibergal

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Priority

Major
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