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Use range iterators in LocalVector loops
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@@ -3096,15 +3096,15 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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#endif
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if (cull_to > thread_cull_threshold) {
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//multiple threads
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for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
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scene_cull_result_threads[i].clear();
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for (InstanceCullResult &thread : scene_cull_result_threads) {
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thread.clear();
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}
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WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RendererSceneCull::_scene_cull_threaded, &cull_data, scene_cull_result_threads.size(), -1, true, SNAME("RenderCullInstances"));
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WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
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for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
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scene_cull_result.append_from(scene_cull_result_threads[i]);
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for (InstanceCullResult &thread : scene_cull_result_threads) {
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scene_cull_result.append_from(thread);
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}
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} else {
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@@ -4134,8 +4134,8 @@ RendererSceneCull::RendererSceneCull() {
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scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
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scene_cull_result_threads.resize(WorkerThreadPool::get_singleton()->get_thread_count());
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for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
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scene_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
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for (InstanceCullResult &thread : scene_cull_result_threads) {
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thread.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
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}
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indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame");
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@@ -4163,8 +4163,8 @@ RendererSceneCull::~RendererSceneCull() {
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}
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scene_cull_result.reset();
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for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
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scene_cull_result_threads[i].reset();
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for (InstanceCullResult &thread : scene_cull_result_threads) {
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thread.reset();
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}
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scene_cull_result_threads.clear();
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