Use Fx* variants of HashMap and HashSet everywhere in Zed (#7481)
Release Notes: - N/A
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27 changed files with 96 additions and 102 deletions
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@ -2,7 +2,7 @@ use crate::{
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point, AtlasTextureId, AtlasTile, Bounds, ContentMask, Corners, Edges, EntityId, Hsla, Pixels,
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Point, ScaledPixels, StackingOrder,
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};
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use collections::{BTreeMap, FxHashSet};
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use collections::{BTreeMap, HashSet};
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use std::{fmt::Debug, iter::Peekable, slice};
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// Exported to metal
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@ -159,7 +159,7 @@ impl Scene {
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layer_id
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}
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pub fn reuse_views(&mut self, views: &FxHashSet<EntityId>, prev_scene: &mut Self) {
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pub fn reuse_views(&mut self, views: &HashSet<EntityId>, prev_scene: &mut Self) {
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for shadow in prev_scene.shadows.drain(..) {
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if views.contains(&shadow.view_id.into()) {
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let order = &prev_scene.orders_by_layer[&shadow.layer_id];
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