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 /editor/plugins/animation_player_editor_plugin.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 'editor/plugins/animation_player_editor_plugin.cpp')
| -rw-r--r-- | editor/plugins/animation_player_editor_plugin.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp index 23eeef9f20..9ab5436de8 100644 --- a/editor/plugins/animation_player_editor_plugin.cpp +++ b/editor/plugins/animation_player_editor_plugin.cpp @@ -1333,7 +1333,7 @@ void AnimationPlayerEditor::_allocate_onion_layers() { bool is_present = onion.differences_only && i == captures - 1; // Each capture is a viewport with a canvas item attached that renders a full-size rect with the contents of the main viewport - onion.captures[i] = VS::get_singleton()->viewport_create(); + onion.captures.write[i] = VS::get_singleton()->viewport_create(); VS::get_singleton()->viewport_set_usage(onion.captures[i], VS::VIEWPORT_USAGE_2D); VS::get_singleton()->viewport_set_size(onion.captures[i], capture_size.width, capture_size.height); VS::get_singleton()->viewport_set_update_mode(onion.captures[i], VS::VIEWPORT_UPDATE_ALWAYS); @@ -1473,7 +1473,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2() { float pos = cpos + step_off * anim->get_step(); bool valid = anim->has_loop() || (pos >= 0 && pos <= anim->get_length()); - onion.captures_valid[cidx] = valid; + onion.captures_valid.write[cidx] = valid; if (valid) { player->seek(pos, true); get_tree()->flush_transform_notifications(); // Needed for transforms of Spatials |
