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