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Use range iterators for Map
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commit
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154 changed files with 1897 additions and 1897 deletions
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@ -2133,35 +2133,35 @@ void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringN
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void RendererCanvasRenderRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
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Map<int, StringName> order;
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for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
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if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
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for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
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if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
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continue;
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}
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if (E->get().texture_order >= 0) {
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order[E->get().texture_order + 100000] = E->key();
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if (E.value.texture_order >= 0) {
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order[E.value.texture_order + 100000] = E.key;
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} else {
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order[E->get().order] = E->key();
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order[E.value.order] = E.key;
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}
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}
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for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
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PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
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pi.name = E->get();
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for (const KeyValue<int, StringName> &E : order) {
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PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
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pi.name = E.value;
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p_param_list->push_back(pi);
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}
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}
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void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
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for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
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if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
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for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
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if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
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continue;
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}
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RendererStorage::InstanceShaderParam p;
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p.info = ShaderLanguage::uniform_to_property_info(E->get());
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p.info.name = E->key(); //supply name
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p.index = E->get().instance_index;
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p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
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p.info = ShaderLanguage::uniform_to_property_info(E.value);
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p.info.name = E.key; //supply name
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p.index = E.value.instance_index;
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p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.hint);
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p_param_list->push_back(p);
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}
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}
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