GTAOPass: Replace visibility cache Map with an array for improved performance#31454
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Pull Request Overview
This PR optimizes the GTAOPass visibility caching mechanism by replacing a Map data structure with an array to improve performance during visibility state management. The change focuses on reducing overhead when temporarily hiding specific object types (points, lines) during rendering.
- Replaces Map-based visibility cache with array-based storage
- Modifies cache population to only store objects that need visibility changes
- Updates restoration logic to use simple array iteration instead of scene traversal
Mugen87
approved these changes
Jul 20, 2025
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The concept is similar to what's described here: #31453