diff options
| author | Hein-Pieter van Braam <hp@tmm.cx> | 2018-07-25 03:11:03 +0200 |
|---|---|---|
| committer | Hein-Pieter van Braam <hp@tmm.cx> | 2018-07-26 00:54:16 +0200 |
| commit | 0e29f7974b59e4440cf02e1388fb9d8ab2b5c5fd (patch) | |
| tree | 18b7ff35f1eeee39031a16e9c1d834ebf03d44cf /drivers/gles2/shader_gles2.cpp | |
| parent | 9423f23ffb80c946dec380f73f3f313ec44d0d18 (diff) | |
| download | redot-engine-0e29f7974b59e4440cf02e1388fb9d8ab2b5c5fd.tar.gz | |
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/shader_gles2.cpp')
| -rw-r--r-- | drivers/gles2/shader_gles2.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
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()); } } |
