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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.
This commit is contained in:
Hein-Pieter van Braam
2018-07-25 03:11:03 +02:00
parent 9423f23ffb
commit 0e29f7974b
228 changed files with 2200 additions and 2082 deletions

View File

@@ -325,10 +325,10 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
uniform_code += ";\n";
if (SL::is_sampler_type(E->get().type)) {
r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key());
r_gen_code.texture_hints[E->get().texture_order] = E->get().hint;
r_gen_code.texture_uniforms.write[E->get().texture_order] = _mkid(E->key());
r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
} else {
r_gen_code.uniforms[E->get().order] = E->key();
r_gen_code.uniforms.write[E->get().order] = E->key();
}
vertex_global += uniform_code.as_string();