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-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp23
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp12
2 files changed, 16 insertions, 19 deletions
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 2657fa3ae8..9d898f6275 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -2716,9 +2716,7 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
mesh->surfaces[mesh->surface_count] = s;
mesh->surface_count++;
- for (List<MeshInstance *>::Element *E = mesh->instances.front(); E; E = E->next()) {
- //update instances
- MeshInstance *mi = E->get();
+ for (MeshInstance *mi : mesh->instances) {
_mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
}
@@ -3029,8 +3027,7 @@ void RendererStorageRD::mesh_clear(RID p_mesh) {
mesh->surface_count = 0;
mesh->material_cache.clear();
//clear instance data
- for (List<MeshInstance *>::Element *E = mesh->instances.front(); E; E = E->next()) {
- MeshInstance *mi = E->get();
+ for (MeshInstance *mi : mesh->instances) {
_mesh_instance_clear(mi);
}
mesh->has_bone_weights = false;
@@ -8413,10 +8410,10 @@ void RendererStorageRD::global_variables_load_settings(bool p_load_textures) {
List<PropertyInfo> settings;
ProjectSettings::get_singleton()->get_property_list(&settings);
- for (List<PropertyInfo>::Element *E = settings.front(); E; E = E->next()) {
- if (E->get().name.begins_with("shader_globals/")) {
- StringName name = E->get().name.get_slice("/", 1);
- Dictionary d = ProjectSettings::get_singleton()->get(E->get().name);
+ for (PropertyInfo &E : settings) {
+ if (E.name.begins_with("shader_globals/")) {
+ StringName name = E.name.get_slice("/", 1);
+ Dictionary d = ProjectSettings::get_singleton()->get(E.name);
ERR_CONTINUE(!d.has("type"));
ERR_CONTINUE(!d.has("value"));
@@ -8584,8 +8581,8 @@ void RendererStorageRD::_update_global_variables() {
if (global_variables.must_update_buffer_materials) {
// only happens in the case of a buffer variable added or removed,
// so not often.
- for (List<RID>::Element *E = global_variables.materials_using_buffer.front(); E; E = E->next()) {
- Material *material = material_owner.getornull(E->get());
+ for (RID E : global_variables.materials_using_buffer) {
+ Material *material = material_owner.getornull(E);
ERR_CONTINUE(!material); //wtf
_material_queue_update(material, true, false);
@@ -8597,8 +8594,8 @@ void RendererStorageRD::_update_global_variables() {
if (global_variables.must_update_texture_materials) {
// only happens in the case of a buffer variable added or removed,
// so not often.
- for (List<RID>::Element *E = global_variables.materials_using_texture.front(); E; E = E->next()) {
- Material *material = material_owner.getornull(E->get());
+ for (RID E : global_variables.materials_using_texture) {
+ Material *material = material_owner.getornull(E);
ERR_CONTINUE(!material); //wtf
_material_queue_update(material, false, true);
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index 1dde92d8ff..8c4070562e 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -760,11 +760,11 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
if (var_frag_to_light.size() > 0) {
String gcode = "\n\nstruct {\n";
- for (List<Pair<StringName, SL::ShaderNode::Varying>>::Element *E = var_frag_to_light.front(); E; E = E->next()) {
- gcode += "\t" + _prestr(E->get().second.precision) + _typestr(E->get().second.type) + " " + _mkid(E->get().first);
- if (E->get().second.array_size > 0) {
+ for (Pair<StringName, SL::ShaderNode::Varying> &E : var_frag_to_light) {
+ gcode += "\t" + _prestr(E.second.precision) + _typestr(E.second.type) + " " + _mkid(E.first);
+ if (E.second.array_size > 0) {
gcode += "[";
- gcode += itos(E->get().second.array_size);
+ gcode += itos(E.second.array_size);
gcode += "]";
}
gcode += ";\n";
@@ -1394,8 +1394,8 @@ void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
ShaderLanguage::get_builtin_funcs(&func_list);
- for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
- internal_functions.insert(E->get());
+ for (String &E : func_list) {
+ internal_functions.insert(E);
}
texture_functions.insert("texture");
texture_functions.insert("textureProj");