Use range iterators in LocalVector loops
This commit is contained in:
parent
277d5361df
commit
615c517034
41 changed files with 409 additions and 503 deletions
|
|
@ -579,8 +579,8 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
|
|||
}
|
||||
|
||||
//cube shadows are rendered in their own way
|
||||
for (uint32_t i = 0; i < p_render_data->cube_shadows.size(); i++) {
|
||||
_render_shadow_pass(p_render_data->render_shadows[p_render_data->cube_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->cube_shadows[i]].pass, p_render_data->render_shadows[p_render_data->cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
|
||||
for (const int &index : p_render_data->cube_shadows) {
|
||||
_render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
|
||||
}
|
||||
|
||||
if (p_render_data->directional_shadows.size()) {
|
||||
|
|
@ -1340,8 +1340,7 @@ void RenderForwardMobile::_render_shadow_process() {
|
|||
void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
|
||||
RD::get_singleton()->draw_command_begin_label("Shadow Render");
|
||||
|
||||
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
|
||||
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
|
||||
for (SceneState::ShadowPass &shadow_pass : scene_state.shadow_passes) {
|
||||
RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
|
||||
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
|
||||
}
|
||||
|
|
@ -2810,8 +2809,8 @@ RenderForwardMobile::~RenderForwardMobile() {
|
|||
}
|
||||
|
||||
{
|
||||
for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
|
||||
RD::get_singleton()->free(scene_state.uniform_buffers[i]);
|
||||
for (const RID &rid : scene_state.uniform_buffers) {
|
||||
RD::get_singleton()->free(rid);
|
||||
}
|
||||
RD::get_singleton()->free(scene_state.lightmap_buffer);
|
||||
RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue