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Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
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@@ -2160,14 +2160,14 @@ void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_param(const S
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}
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} else {
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if (!default_texture_params.has(p_name)) {
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default_texture_params[p_name] = Map<int, RID>();
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default_texture_params[p_name] = HashMap<int, RID>();
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}
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default_texture_params[p_name][p_index] = p_texture;
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}
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}
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void RendererCanvasRenderRD::CanvasShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
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Map<int, StringName> order;
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HashMap<int, StringName> order;
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for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
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if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
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@@ -2246,7 +2246,7 @@ RendererRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
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return shader_data;
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}
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bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
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return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
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