internal/core/adt: reuse vertex maps in overlayContext
We don't need to use a pool of maps; each new map in an overlayContext
is passed as-is to an overlayFrame in the OpContext.overlays stack,
so once we "pop" an overlayFrame its map can later be reused.
│ old │ new │
│ B/op │ B/op vs base │
Roman 6.673Gi ± ∞ ¹ 6.508Gi ± ∞ ¹ -2.46% (p=1.000 n=1)
│ old │ new │
│ allocs/op │ allocs/op vs base │
Roman 71.43M ± ∞ ¹ 69.59M ± ∞ ¹ -2.58% (p=1.000 n=1)
Signed-off-by: Daniel Martí <mvdan@mvdan.cc>
Change-Id: I25f284ffb2da7712b8a22c8b1f8b30376c992fe4
Reviewed-on: https://cue.gerrithub.io/c/cue-lang/cue/+/1226958
Reviewed-by: Marcel van Lohuizen <mpvl@gmail.com>
Unity-Result: CUE porcuepine <cue.porcuepine@gmail.com>
TryBot-Result: CUEcueckoo <cueckoo@cuelang.org>