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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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@@ -297,7 +297,7 @@ private:
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RID depth;
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RID fb; //for copying
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Map<RID, uint32_t> shadow_owners;
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HashMap<RID, uint32_t> shadow_owners;
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};
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RID_Owner<ShadowAtlas> shadow_atlas_owner;
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@@ -345,7 +345,7 @@ private:
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RID side_fb[6];
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};
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Map<int, ShadowCubemap> shadow_cubemaps;
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HashMap<int, ShadowCubemap> shadow_cubemaps;
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ShadowCubemap *_get_shadow_cubemap(int p_size);
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void _create_shadow_cubemaps();
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@@ -387,7 +387,7 @@ private:
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Rect2 directional_rect;
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Set<RID> shadow_atlases; //shadow atlases where this light is registered
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RBSet<RID> shadow_atlases; //shadow atlases where this light is registered
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ForwardID forward_id = -1;
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@@ -921,7 +921,7 @@ private:
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RID version;
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RID pipeline;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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@@ -929,7 +929,7 @@ private:
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String path;
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String code;
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Map<StringName, Map<int, RID>> default_texture_params;
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HashMap<StringName, HashMap<int, RID>> default_texture_params;
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bool uses_time = false;
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@@ -954,7 +954,7 @@ private:
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virtual void set_render_priority(int p_priority) {}
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virtual void set_next_pass(RID p_pass) {}
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virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~FogMaterialData();
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};
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