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-rw-r--r--servers/rendering/shader_language.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 8a3ab92714..d2e188a9a7 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -4036,8 +4036,8 @@ void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
idx++;
}
- for (RBSet<String>::Element *E = kws.front(); E; E = E->next()) {
- r_keywords->push_back(E->get());
+ for (const String &E : kws) {
+ r_keywords->push_back(E);
}
}
@@ -4066,8 +4066,8 @@ void ShaderLanguage::get_builtin_funcs(List<String> *r_keywords) {
idx++;
}
- for (RBSet<String>::Element *E = kws.front(); E; E = E->next()) {
- r_keywords->push_back(E->get());
+ for (const String &E : kws) {
+ r_keywords->push_back(E);
}
}
@@ -4341,8 +4341,8 @@ bool ShaderLanguage::_propagate_function_call_sampler_uniform_settings(StringNam
arg->tex_argument_filter = p_filter;
arg->tex_argument_repeat = p_repeat;
for (KeyValue<StringName, RBSet<int>> &E : arg->tex_argument_connect) {
- for (RBSet<int>::Element *F = E.value.front(); F; F = F->next()) {
- if (!_propagate_function_call_sampler_uniform_settings(E.key, F->get(), p_filter, p_repeat)) {
+ for (const int &F : E.value) {
+ if (!_propagate_function_call_sampler_uniform_settings(E.key, F, p_filter, p_repeat)) {
return false;
}
}
@@ -4375,8 +4375,8 @@ bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringNa
arg->tex_builtin = p_builtin;
for (KeyValue<StringName, RBSet<int>> &E : arg->tex_argument_connect) {
- for (RBSet<int>::Element *F = E.value.front(); F; F = F->next()) {
- if (!_propagate_function_call_sampler_builtin_reference(E.key, F->get(), p_builtin)) {
+ for (const int &F : E.value) {
+ if (!_propagate_function_call_sampler_builtin_reference(E.key, F, p_builtin)) {
return false;
}
}
@@ -7568,12 +7568,12 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
String ShaderLanguage::_get_shader_type_list(const RBSet<String> &p_shader_types) const {
// Return a list of shader types as an human-readable string
String valid_types;
- for (const RBSet<String>::Element *E = p_shader_types.front(); E; E = E->next()) {
+ for (const String &E : p_shader_types) {
if (!valid_types.is_empty()) {
valid_types += ", ";
}
- valid_types += "'" + E->get() + "'";
+ valid_types += "'" + E + "'";
}
return valid_types;