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-rw-r--r--servers/physics_2d/body_2d_sw.cpp6
-rw-r--r--servers/physics_2d/step_2d_sw.cpp6
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp23
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp12
-rw-r--r--servers/rendering/renderer_scene_cull.cpp36
-rw-r--r--servers/rendering/rendering_device_binds.h6
-rw-r--r--servers/rendering/shader_language.cpp10
-rw-r--r--servers/rendering_server.cpp22
8 files changed, 58 insertions, 63 deletions
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index 6f244deb1e..0a01d0c0b0 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -532,13 +532,13 @@ void Body2DSW::integrate_velocities(real_t p_step) {
}
void Body2DSW::wakeup_neighbours() {
- for (List<Pair<Constraint2DSW *, int>>::Element *E = constraint_list.front(); E; E = E->next()) {
- const Constraint2DSW *c = E->get().first;
+ for (Pair<Constraint2DSW *, int> &E : constraint_list) {
+ const Constraint2DSW *c = E.first;
Body2DSW **n = c->get_body_ptr();
int bc = c->get_body_count();
for (int i = 0; i < bc; i++) {
- if (i == E->get().second) {
+ if (i == E.second) {
continue;
}
Body2DSW *b = n[i];
diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/step_2d_sw.cpp
index b8cb4cddc5..8b30160cc1 100644
--- a/servers/physics_2d/step_2d_sw.cpp
+++ b/servers/physics_2d/step_2d_sw.cpp
@@ -46,8 +46,8 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod
p_body_island.push_back(p_body);
}
- for (const List<Pair<Constraint2DSW *, int>>::Element *E = p_body->get_constraint_list().front(); E; E = E->next()) {
- Constraint2DSW *constraint = (Constraint2DSW *)E->get().first;
+ for (const Pair<Constraint2DSW *, int> &E : p_body->get_constraint_list()) {
+ Constraint2DSW *constraint = (Constraint2DSW *)E.first;
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}
@@ -56,7 +56,7 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod
all_constraints.push_back(constraint);
for (int i = 0; i < constraint->get_body_count(); i++) {
- if (i == E->get().second) {
+ if (i == E.second) {
continue;
}
Body2DSW *other_body = constraint->get_body_ptr()[i];
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");
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 3336623f21..2ade8454bb 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -2876,8 +2876,8 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
Vector<Instance *> lights_with_shadow;
- for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
- if (!E->get()->visible) {
+ for (Instance *E : scenario->directional_lights) {
+ if (!E->visible) {
continue;
}
@@ -2885,13 +2885,13 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
break;
}
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
//check shadow..
if (light) {
- if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base) && !(RSG::storage->light_get_type(E->get()->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->get()->base))) {
- lights_with_shadow.push_back(E->get());
+ if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->base))) {
+ lights_with_shadow.push_back(E);
}
//add to list
directional_lights.push_back(light->instance);
@@ -3391,8 +3391,7 @@ void RendererSceneCull::render_probes() {
idx++;
}
- for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
+ for (Instance *instance : probe->owner->scenario->directional_lights) {
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
if (!instance->visible) {
continue;
@@ -3465,8 +3464,7 @@ void RendererSceneCull::render_probes() {
idx++;
}
- for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
+ for (Instance *instance : probe->owner->scenario->directional_lights) {
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
if (!instance->visible) {
continue;
@@ -3573,26 +3571,26 @@ void RendererSceneCull::render_particle_colliders() {
void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
List<RendererStorage::InstanceShaderParam> plist;
RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
- for (List<RendererStorage::InstanceShaderParam>::Element *E = plist.front(); E; E = E->next()) {
- StringName name = E->get().info.name;
+ for (RendererStorage::InstanceShaderParam &E : plist) {
+ StringName name = E.info.name;
if (isparams.has(name)) {
- if (isparams[name].info.type != E->get().info.type) {
- WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
+ if (isparams[name].info.type != E.info.type) {
+ WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E.info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
}
- if (isparams[name].index != E->get().index) {
- WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
+ if (isparams[name].index != E.index) {
+ WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E.info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
}
continue; //first one found always has priority
}
Instance::InstanceShaderParameter isp;
- isp.index = E->get().index;
- isp.info = E->get().info;
- isp.default_value = E->get().default_value;
+ isp.index = E.index;
+ isp.info = E.info;
+ isp.default_value = E.default_value;
if (existing_isparams.has(name)) {
isp.value = existing_isparams[name].value;
} else {
- isp.value = E->get().default_value;
+ isp.value = E.default_value;
}
isparams[name] = isp;
}
diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h
index 4c31880faf..df1b40974f 100644
--- a/servers/rendering/rendering_device_binds.h
+++ b/servers/rendering/rendering_device_binds.h
@@ -388,9 +388,9 @@ protected:
versions.clear();
List<Variant> keys;
p_versions.get_key_list(&keys);
- for (List<Variant>::Element *E = keys.front(); E; E = E->next()) {
- StringName name = E->get();
- Ref<RDShaderBytecode> bc = p_versions[E->get()];
+ for (Variant &E : keys) {
+ StringName name = E;
+ Ref<RDShaderBytecode> bc = p_versions[E];
ERR_CONTINUE(bc.is_null());
versions[name] = bc;
}
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 3b9aca200b..2db246c31f 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -4448,12 +4448,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
String member_name = String(ident.ptr());
if (shader->structs.has(st)) {
StructNode *n = shader->structs[st].shader_struct;
- for (List<MemberNode *>::Element *E = n->members.front(); E; E = E->next()) {
- if (String(E->get()->name) == member_name) {
- member_type = E->get()->datatype;
- array_size = E->get()->array_size;
+ for (MemberNode *E : n->members) {
+ if (String(E->name) == member_name) {
+ member_type = E->datatype;
+ array_size = E->array_size;
if (member_type == TYPE_STRUCT) {
- member_struct_name = E->get()->struct_name;
+ member_struct_name = E->struct_name;
}
ok = true;
break;
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index a39d0e89ee..9377075e76 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -53,15 +53,15 @@ Array RenderingServer::_texture_debug_usage_bind() {
List<TextureInfo> list;
texture_debug_usage(&list);
Array arr;
- for (const List<TextureInfo>::Element *E = list.front(); E; E = E->next()) {
+ for (const TextureInfo &E : list) {
Dictionary dict;
- dict["texture"] = E->get().texture;
- dict["width"] = E->get().width;
- dict["height"] = E->get().height;
- dict["depth"] = E->get().depth;
- dict["format"] = E->get().format;
- dict["bytes"] = E->get().bytes;
- dict["path"] = E->get().path;
+ dict["texture"] = E.texture;
+ dict["width"] = E.width;
+ dict["height"] = E.height;
+ dict["depth"] = E.depth;
+ dict["format"] = E.format;
+ dict["bytes"] = E.bytes;
+ dict["path"] = E.path;
arr.push_back(dict);
}
return arr;
@@ -972,10 +972,10 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
if (index_array_len) {
List<Variant> keys;
p_lods.get_key_list(&keys);
- for (List<Variant>::Element *E = keys.front(); E; E = E->next()) {
- float distance = E->get();
+ for (Variant &E : keys) {
+ float distance = E;
ERR_CONTINUE(distance <= 0.0);
- Vector<int> indices = p_lods[E->get()];
+ Vector<int> indices = p_lods[E];
ERR_CONTINUE(indices.size() == 0);
uint32_t index_count = indices.size();
ERR_CONTINUE(index_count >= (uint32_t)index_array_len); //should be smaller..