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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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@@ -2471,7 +2471,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
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//add to current function as dependency
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for (int j = 0; j < shader->functions.size(); j++) {
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if (shader->functions[j].name == current_function) {
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shader->functions[j].uses_function.insert(name);
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shader->functions.write[j].uses_function.insert(name);
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break;
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}
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}
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@@ -3021,8 +3021,8 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
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}
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op->arguments.push_back(expression[i + 1].node);
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expression[i].is_op = false;
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expression[i].node = op;
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expression.write[i].is_op = false;
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expression.write[i].node = op;
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if (!_validate_operator(op, &op->return_cache)) {
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@@ -3056,8 +3056,8 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
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op->arguments.push_back(expression[next_op + 1].node);
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op->arguments.push_back(expression[next_op + 3].node);
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expression[next_op - 1].is_op = false;
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expression[next_op - 1].node = op;
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expression.write[next_op - 1].is_op = false;
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expression.write[next_op - 1].node = op;
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if (!_validate_operator(op, &op->return_cache)) {
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String at;
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@@ -3107,7 +3107,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
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op->arguments.push_back(expression[next_op - 1].node); //expression goes as left
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op->arguments.push_back(expression[next_op + 1].node); //next expression goes as right
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expression[next_op - 1].node = op;
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expression.write[next_op - 1].node = op;
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//replace all 3 nodes by this operator and make it an expression
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@@ -3149,7 +3149,7 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha
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for (int i = 1; i < op->arguments.size(); i++) {
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op->arguments[i] = _reduce_expression(p_block, op->arguments[i]);
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op->arguments.write[i] = _reduce_expression(p_block, op->arguments[i]);
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if (op->arguments[i]->type == Node::TYPE_CONSTANT) {
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ConstantNode *cn = static_cast<ConstantNode *>(op->arguments[i]);
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@@ -3189,7 +3189,7 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha
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return cn;
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} else if (op->op == OP_NEGATE) {
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op->arguments[0] = _reduce_expression(p_block, op->arguments[0]);
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op->arguments.write[0] = _reduce_expression(p_block, op->arguments[0]);
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if (op->arguments[0]->type == Node::TYPE_CONSTANT) {
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ConstantNode *cn = static_cast<ConstantNode *>(op->arguments[0]);
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