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:
reduz 2022-05-13 15:04:37 +02:00 committed by Rémi Verschelde
parent 396def9b66
commit 746dddc067
587 changed files with 3707 additions and 3538 deletions

View file

@ -4019,7 +4019,7 @@ uint32_t ShaderLanguage::get_datatype_size(ShaderLanguage::DataType p_type) {
}
void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
Set<String> kws;
RBSet<String> kws;
int idx = 0;
@ -4036,7 +4036,7 @@ void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
idx++;
}
for (Set<String>::Element *E = kws.front(); E; E = E->next()) {
for (RBSet<String>::Element *E = kws.front(); E; E = E->next()) {
r_keywords->push_back(E->get());
}
}
@ -4056,7 +4056,7 @@ bool ShaderLanguage::is_control_flow_keyword(String p_keyword) {
}
void ShaderLanguage::get_builtin_funcs(List<String> *r_keywords) {
Set<String> kws;
RBSet<String> kws;
int idx = 0;
@ -4066,7 +4066,7 @@ void ShaderLanguage::get_builtin_funcs(List<String> *r_keywords) {
idx++;
}
for (Set<String>::Element *E = kws.front(); E; E = E->next()) {
for (RBSet<String>::Element *E = kws.front(); E; E = E->next()) {
r_keywords->push_back(E->get());
}
}
@ -4340,8 +4340,8 @@ bool ShaderLanguage::_propagate_function_call_sampler_uniform_settings(StringNam
arg->tex_argument_check = true;
arg->tex_argument_filter = p_filter;
arg->tex_argument_repeat = p_repeat;
for (KeyValue<StringName, Set<int>> &E : arg->tex_argument_connect) {
for (Set<int>::Element *F = E.value.front(); F; F = F->next()) {
for (KeyValue<StringName, RBSet<int>> &E : arg->tex_argument_connect) {
for (RBSet<int>::Element *F = E.value.front(); F; F = F->next()) {
if (!_propagate_function_call_sampler_uniform_settings(E.key, F->get(), p_filter, p_repeat)) {
return false;
}
@ -4374,8 +4374,8 @@ bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringNa
arg->tex_builtin_check = true;
arg->tex_builtin = p_builtin;
for (KeyValue<StringName, Set<int>> &E : arg->tex_argument_connect) {
for (Set<int>::Element *F = E.value.front(); F; F = F->next()) {
for (KeyValue<StringName, RBSet<int>> &E : arg->tex_argument_connect) {
for (RBSet<int>::Element *F = E.value.front(); F; F = F->next()) {
if (!_propagate_function_call_sampler_builtin_reference(E.key, F->get(), p_builtin)) {
return false;
}
@ -5096,7 +5096,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
for (int j = 0; j < base_function->arguments.size(); j++) {
if (base_function->arguments[j].name == varname) {
if (!base_function->arguments[j].tex_argument_connect.has(call_function->name)) {
base_function->arguments.write[j].tex_argument_connect[call_function->name] = Set<int>();
base_function->arguments.write[j].tex_argument_connect[call_function->name] = RBSet<int>();
}
base_function->arguments.write[j].tex_argument_connect[call_function->name].insert(i);
found = true;
@ -5419,9 +5419,9 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
StringName member_struct_name = "";
int array_size = 0;
Set<char> position_symbols;
Set<char> color_symbols;
Set<char> texture_symbols;
RBSet<char> position_symbols;
RBSet<char> color_symbols;
RBSet<char> texture_symbols;
bool mix_error = false;
@ -6648,7 +6648,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
StringName func_name = parent_function->name;
if (!used_local_vars.has(func_name)) {
used_local_vars.insert(func_name, Map<StringName, Usage>());
used_local_vars.insert(func_name, HashMap<StringName, Usage>());
}
used_local_vars[func_name].insert(name, Usage(tk_line));
@ -7062,7 +7062,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
_set_tkpos(pos);
continue;
} else {
Set<int> constants;
RBSet<int> constants;
for (int i = 0; i < switch_block->statements.size(); i++) { // Checks for duplicates.
ControlFlowNode *flow = static_cast<ControlFlowNode *>(switch_block->statements[i]);
if (flow) {
@ -7565,10 +7565,10 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
return OK;
}
String ShaderLanguage::_get_shader_type_list(const Set<String> &p_shader_types) const {
String ShaderLanguage::_get_shader_type_list(const RBSet<String> &p_shader_types) const {
// Return a list of shader types as an human-readable string
String valid_types;
for (const Set<String>::Element *E = p_shader_types.front(); E; E = E->next()) {
for (const RBSet<String>::Element *E = p_shader_types.front(); E; E = E->next()) {
if (!valid_types.is_empty()) {
valid_types += ", ";
}
@ -7639,7 +7639,7 @@ Error ShaderLanguage::_validate_datatype(DataType p_type) {
return OK;
}
Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const Set<String> &p_shader_types) {
Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const RBSet<String> &p_shader_types) {
Token tk = _get_token();
TkPos prev_pos;
Token next;
@ -7699,7 +7699,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
stages = &p_functions;
const FunctionInfo &constants = p_functions.has("constants") ? p_functions["constants"] : FunctionInfo();
Map<String, String> defined_modes;
HashMap<String, String> defined_modes;
while (tk.type != TK_EOF) {
switch (tk.type) {
@ -7790,7 +7790,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
st.shader_struct = st_node;
int member_count = 0;
Set<String> member_names;
RBSet<String> member_names;
while (true) { // variables list
#ifdef DEBUG_ENABLED
@ -9234,7 +9234,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return OK;
}
bool ShaderLanguage::has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name) {
bool ShaderLanguage::has_builtin(const HashMap<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name) {
for (const KeyValue<StringName, ShaderLanguage::FunctionInfo> &E : p_functions) {
if (E.value.built_ins.has(p_name)) {
return true;
@ -9376,19 +9376,19 @@ String ShaderLanguage::get_shader_type(const String &p_code) {
#ifdef DEBUG_ENABLED
void ShaderLanguage::_check_warning_accums() {
for (const KeyValue<ShaderWarning::Code, Map<StringName, Map<StringName, Usage>> *> &E : warnings_check_map2) {
for (Map<StringName, Map<StringName, Usage>>::Element *T = (*E.value).front(); T; T = T->next()) {
for (const KeyValue<StringName, Usage> &U : T->get()) {
for (const KeyValue<ShaderWarning::Code, HashMap<StringName, HashMap<StringName, Usage>> *> &E : warnings_check_map2) {
for (const KeyValue<StringName, HashMap<StringName, Usage>> &T : *E.value) {
for (const KeyValue<StringName, Usage> &U : T.value) {
if (!U.value.used) {
_add_warning(E.key, U.value.decl_line, U.key);
}
}
}
}
for (const KeyValue<ShaderWarning::Code, Map<StringName, Usage> *> &E : warnings_check_map) {
for (const Map<StringName, Usage>::Element *U = (*E.value).front(); U; U = U->next()) {
if (!U->get().used) {
_add_warning(E.key, U->get().decl_line, U->key());
for (const KeyValue<ShaderWarning::Code, HashMap<StringName, Usage> *> &E : warnings_check_map) {
for (const KeyValue<StringName, Usage> &U : (*E.value)) {
if (!U.value.used) {
_add_warning(E.key, U.value.decl_line, U.key);
}
}
}
@ -9546,7 +9546,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
case COMPLETION_IDENTIFIER:
case COMPLETION_FUNCTION_CALL: {
bool comp_ident = completion_type == COMPLETION_IDENTIFIER;
Map<String, ScriptLanguage::CodeCompletionKind> matches;
HashMap<String, ScriptLanguage::CodeCompletionKind> matches;
StringName skip_function;
BlockNode *block = completion_block;
@ -9793,7 +9793,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
}
int idx2 = 0;
Set<int> out_args;
RBSet<int> out_args;
while (builtin_func_out_args[idx2].name != nullptr) {
if (builtin_func_out_args[idx2].name == builtin_func_defs[idx].name) {
for (int i = 0; i < BuiltinFuncOutArgs::MAX_ARGS; i++) {