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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.
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@@ -449,10 +449,10 @@ BSP_Tree::operator Variant() const {
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for (int i = 0; i < planes.size(); i++) {
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plane_values[i * 4 + 0] = planes[i].normal.x;
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plane_values[i * 4 + 1] = planes[i].normal.y;
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plane_values[i * 4 + 2] = planes[i].normal.z;
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plane_values[i * 4 + 3] = planes[i].d;
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plane_values.write[i * 4 + 0] = planes[i].normal.x;
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plane_values.write[i * 4 + 1] = planes[i].normal.y;
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plane_values.write[i * 4 + 2] = planes[i].normal.z;
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plane_values.write[i * 4 + 3] = planes[i].d;
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}
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d["planes"] = plane_values;
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@@ -498,10 +498,10 @@ BSP_Tree::BSP_Tree(const Variant &p_variant) {
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PoolVector<real_t>::Read r = src_planes.read();
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for (int i = 0; i < plane_count / 4; i++) {
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planes[i].normal.x = r[i * 4 + 0];
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planes[i].normal.y = r[i * 4 + 1];
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planes[i].normal.z = r[i * 4 + 2];
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planes[i].d = r[i * 4 + 3];
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planes.write[i].normal.x = r[i * 4 + 0];
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planes.write[i].normal.y = r[i * 4 + 1];
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planes.write[i].normal.z = r[i * 4 + 2];
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planes.write[i].d = r[i * 4 + 3];
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}
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}
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@@ -520,9 +520,9 @@ BSP_Tree::BSP_Tree(const Variant &p_variant) {
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for (int i = 0; i < nodes.size(); i++) {
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nodes[i].over = r[i * 3 + 0];
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nodes[i].under = r[i * 3 + 1];
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nodes[i].plane = r[i * 3 + 2];
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nodes.write[i].over = r[i * 3 + 0];
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nodes.write[i].under = r[i * 3 + 1];
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nodes.write[i].plane = r[i * 3 + 2];
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}
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}
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