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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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@@ -3959,45 +3959,45 @@ void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const Strin
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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 RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
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Map<int, StringName> order;
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RBMap<int, StringName> order;
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for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
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if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
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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_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
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continue;
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}
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if (E->get().texture_order >= 0) {
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order[E->get().texture_order + 100000] = E->key();
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if (E.value.texture_order >= 0) {
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order[E.value.texture_order + 100000] = E.key;
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} else {
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order[E->get().order] = E->key();
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order[E.value.order] = E.key;
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}
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}
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for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
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PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
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pi.name = E->get();
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for (const KeyValue<int, StringName> &E : order) {
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PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
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pi.name = E.value;
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p_param_list->push_back(pi);
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}
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}
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void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
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for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
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if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
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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_INSTANCE) {
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continue;
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}
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RendererMaterialStorage::InstanceShaderParam p;
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p.info = ShaderLanguage::uniform_to_property_info(E->get());
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p.info.name = E->key(); //supply name
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p.index = E->get().instance_index;
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p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().array_size, E->get().hint);
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p.info = ShaderLanguage::uniform_to_property_info(E.value);
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p.info.name = E.key; //supply name
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p.index = E.value.instance_index;
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p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
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p_param_list->push_back(p);
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}
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}
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@@ -4045,7 +4045,7 @@ RendererSceneRenderRD::FogShaderData::~FogShaderData() {
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////////////////////////////////////////////////////////////////////////////////
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// Fog material
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bool RendererSceneRenderRD::FogMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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bool RendererSceneRenderRD::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);
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uniform_set_updated = true;
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@@ -5464,7 +5464,7 @@ bool RendererSceneRenderRD::free(RID p_rid) {
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LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
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//remove from shadow atlases..
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for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
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for (RBSet<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
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ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E->get());
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ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
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uint32_t key = shadow_atlas->shadow_owners[p_rid];
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