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authorHein-Pieter van Braam <hp@tmm.cx>2018-07-25 03:11:03 +0200
committerHein-Pieter van Braam <hp@tmm.cx>2018-07-26 00:54:16 +0200
commit0e29f7974b59e4440cf02e1388fb9d8ab2b5c5fd (patch)
tree18b7ff35f1eeee39031a16e9c1d834ebf03d44cf /drivers/gles2
parent9423f23ffb80c946dec380f73f3f313ec44d0d18 (diff)
Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
Diffstat (limited to 'drivers/gles2')
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp6
-rw-r--r--drivers/gles2/shader_gles2.cpp4
2 files changed, 5 insertions, 5 deletions
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index 549d91a5a0..16d4412802 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -325,10 +325,10 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
uniform_code += ";\n";
if (SL::is_sampler_type(E->get().type)) {
- r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key());
- r_gen_code.texture_hints[E->get().texture_order] = E->get().hint;
+ r_gen_code.texture_uniforms.write[E->get().texture_order] = _mkid(E->key());
+ r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
} else {
- r_gen_code.uniforms[E->get().order] = E->key();
+ r_gen_code.uniforms.write[E->get().order] = E->key();
}
vertex_global += uniform_code.as_string();
diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp
index fa9562877d..baada9331e 100644
--- a/drivers/gles2/shader_gles2.cpp
+++ b/drivers/gles2/shader_gles2.cpp
@@ -288,7 +288,7 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
if (cc) {
for (int i = 0; i < cc->custom_defines.size(); i++) {
- strings.push_back(cc->custom_defines[i]);
+ strings.push_back(cc->custom_defines.write[i]);
DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
}
}
@@ -502,7 +502,7 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
if (cc) {
v.custom_uniform_locations.resize(cc->custom_uniforms.size());
for (int i = 0; i < cc->custom_uniforms.size(); i++) {
- v.custom_uniform_locations[i] = glGetUniformLocation(v.id, String(cc->custom_uniforms[i]).ascii().get_data());
+ v.custom_uniform_locations.write[i] = glGetUniformLocation(v.id, String(cc->custom_uniforms[i]).ascii().get_data());
}
}