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Optimize RenderForwardClustered::_setup_render_pass_uniform_set by reducing Vector allocations during push_back operations

This commit is contained in:
CrazyRoka
2024-07-14 22:13:57 +01:00
committed by Rémi Verschelde
parent 893bbdfde8
commit d9ef826c54
14 changed files with 53 additions and 36 deletions

View File

@@ -455,7 +455,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
uniforms.push_back(u);
}
uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
if (p_backbuffer) {