From 746dddc0673d7261f19b1e056e90e6e3a49ef33a Mon Sep 17 00:00:00 2001 From: reduz Date: Fri, 13 May 2022 15:04:37 +0200 Subject: Replace most uses of Map by HashMap * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated! --- .../renderer_rd/renderer_scene_render_rd.cpp | 36 +++++++++++----------- 1 file changed, 18 insertions(+), 18 deletions(-) (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp') diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 21b1b45802..e3bf2e3dda 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -3959,45 +3959,45 @@ void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const Strin } } else { if (!default_texture_params.has(p_name)) { - default_texture_params[p_name] = Map(); + default_texture_params[p_name] = HashMap(); } default_texture_params[p_name][p_index] = p_texture; } } void RendererSceneRenderRD::FogShaderData::get_param_list(List *p_param_list) const { - Map order; + RBMap order; - for (Map::Element *E = uniforms.front(); E; E = E->next()) { - if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + for (const KeyValue &E : uniforms) { + if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { continue; } - if (E->get().texture_order >= 0) { - order[E->get().texture_order + 100000] = E->key(); + if (E.value.texture_order >= 0) { + order[E.value.texture_order + 100000] = E.key; } else { - order[E->get().order] = E->key(); + order[E.value.order] = E.key; } } - for (Map::Element *E = order.front(); E; E = E->next()) { - PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]); - pi.name = E->get(); + for (const KeyValue &E : order) { + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]); + pi.name = E.value; p_param_list->push_back(pi); } } void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List *p_param_list) const { - for (Map::Element *E = uniforms.front(); E; E = E->next()) { - if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + for (const KeyValue &E : uniforms) { + if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { continue; } RendererMaterialStorage::InstanceShaderParam p; - p.info = ShaderLanguage::uniform_to_property_info(E->get()); - p.info.name = E->key(); //supply name - p.index = E->get().instance_index; - p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().array_size, E->get().hint); + p.info = ShaderLanguage::uniform_to_property_info(E.value); + p.info.name = E.key; //supply name + p.index = E.value.instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint); p_param_list->push_back(p); } } @@ -4045,7 +4045,7 @@ RendererSceneRenderRD::FogShaderData::~FogShaderData() { //////////////////////////////////////////////////////////////////////////////// // Fog material -bool RendererSceneRenderRD::FogMaterialData::update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { +bool RendererSceneRenderRD::FogMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { RendererSceneRenderRD *scene_singleton = static_cast(RendererSceneRenderRD::singleton); uniform_set_updated = true; @@ -5464,7 +5464,7 @@ bool RendererSceneRenderRD::free(RID p_rid) { LightInstance *light_instance = light_instance_owner.get_or_null(p_rid); //remove from shadow atlases.. - for (Set::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) { + for (RBSet::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E->get()); ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid)); uint32_t key = shadow_atlas->shadow_owners[p_rid]; -- cgit v1.2.3