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!
This commit is contained in:
@ -166,14 +166,14 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
|
||||
PipelineVariants pipeline_variants;
|
||||
String path;
|
||||
|
||||
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
|
||||
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
|
||||
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
|
||||
|
||||
Vector<uint32_t> ubo_offsets;
|
||||
uint32_t ubo_size = 0;
|
||||
|
||||
String code;
|
||||
Map<StringName, Map<int, RID>> default_texture_params;
|
||||
HashMap<StringName, HashMap<int, RID>> default_texture_params;
|
||||
|
||||
bool uses_screen_texture = false;
|
||||
bool uses_sdf = false;
|
||||
@ -205,7 +205,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
|
||||
|
||||
virtual void set_render_priority(int p_priority) {}
|
||||
virtual void set_next_pass(RID p_pass) {}
|
||||
virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
|
||||
virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
|
||||
virtual ~CanvasMaterialData();
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user