Use Fx* variants of HashMap and HashSet everywhere in Zed (#7481)

Release Notes:

- N/A
This commit is contained in:
Kirill Bulatov 2024-02-07 09:45:37 +02:00 committed by GitHub
parent 7939673a7d
commit eb236302c2
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27 changed files with 96 additions and 102 deletions

View file

@ -2,7 +2,7 @@ use crate::{
point, AtlasTextureId, AtlasTile, Bounds, ContentMask, Corners, Edges, EntityId, Hsla, Pixels,
Point, ScaledPixels, StackingOrder,
};
use collections::{BTreeMap, FxHashSet};
use collections::{BTreeMap, HashSet};
use std::{fmt::Debug, iter::Peekable, slice};
// Exported to metal
@ -159,7 +159,7 @@ impl Scene {
layer_id
}
pub fn reuse_views(&mut self, views: &FxHashSet<EntityId>, prev_scene: &mut Self) {
pub fn reuse_views(&mut self, views: &HashSet<EntityId>, prev_scene: &mut Self) {
for shadow in prev_scene.shadows.drain(..) {
if views.contains(&shadow.view_id.into()) {
let order = &prev_scene.orders_by_layer[&shadow.layer_id];