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Optimize RenderForwardClustered::_setup_render_pass_uniform_set by reducing Vector allocations during push_back operations
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committed by
Rémi Verschelde
parent
893bbdfde8
commit
d9ef826c54
@@ -552,7 +552,9 @@ void SkyRD::Sky::free() {
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RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shader_rd, Ref<RenderSceneBuffersRD> p_render_buffers) {
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RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
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Vector<RD::Uniform> uniforms;
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thread_local LocalVector<RD::Uniform> uniforms;
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uniforms.clear();
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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@@ -873,7 +875,7 @@ void sky() {
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uniforms.push_back(u);
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}
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uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
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material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
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sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
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}
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