You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
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:
@@ -357,8 +357,8 @@ void OS_Android::process_touch(int p_what, int p_pointer, const Vector<TouchPos>
|
||||
|
||||
touch.resize(p_points.size());
|
||||
for (int i = 0; i < p_points.size(); i++) {
|
||||
touch[i].id = p_points[i].id;
|
||||
touch[i].pos = p_points[i].pos;
|
||||
touch.write[i].id = p_points[i].id;
|
||||
touch.write[i].pos = p_points[i].pos;
|
||||
}
|
||||
|
||||
//send touch
|
||||
@@ -399,7 +399,7 @@ void OS_Android::process_touch(int p_what, int p_pointer, const Vector<TouchPos>
|
||||
ev->set_position(p_points[idx].pos);
|
||||
ev->set_relative(p_points[idx].pos - touch[i].pos);
|
||||
input->parse_input_event(ev);
|
||||
touch[i].pos = p_points[idx].pos;
|
||||
touch.write[i].pos = p_points[idx].pos;
|
||||
}
|
||||
|
||||
} break;
|
||||
|
||||
Reference in New Issue
Block a user