Use range iterators for Map

This commit is contained in:
Lightning_A 2021-08-09 14:13:42 -06:00
parent e4dfa69bcf
commit c63b18507d
154 changed files with 1897 additions and 1897 deletions

View file

@ -566,11 +566,11 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
int max_texture_uniforms = 0;
int max_uniforms = 0;
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
if (SL::is_sampler_type(E->get().type)) {
for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {
if (SL::is_sampler_type(E.value.type)) {
max_texture_uniforms++;
} else {
if (E->get().scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
if (E.value.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue; // Instances are indexed directly, don't need index uniforms.
}
@ -590,8 +590,8 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
Vector<StringName> uniform_names;
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
uniform_names.push_back(E->key());
for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {
uniform_names.push_back(E.key);
}
uniform_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced
@ -724,8 +724,8 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
Vector<StringName> varying_names;
for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
varying_names.push_back(E->key());
for (const KeyValue<StringName, SL::ShaderNode::Varying> &E : pnode->varyings) {
varying_names.push_back(E.key);
}
varying_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced