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https://gitlab.com/OpenMW/openmw.git
synced 2024-12-29 03:19:44 +00:00
Sprinkle some const-ref in loop
This was done on the good advices of clang-tidy
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76320aae45
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@ -30,7 +30,7 @@ namespace Resource
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std::vector<SceneUtil::EmulatedAnimation> emulatedAnimations;
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for (auto animation : mAnimationManager->getAnimationList())
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for (const auto& animation : mAnimationManager->getAnimationList())
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{
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if (animation)
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{
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@ -371,11 +371,10 @@ namespace Shader
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void ShaderManager::setGlobalDefines(DefineMap & globalDefines)
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{
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mGlobalDefines = globalDefines;
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for (auto shaderMapElement: mShaders)
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for (const auto& [key, shader]: mShaders)
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{
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std::string templateId = shaderMapElement.first.first;
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ShaderManager::DefineMap defines = shaderMapElement.first.second;
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osg::ref_ptr<osg::Shader> shader = shaderMapElement.second;
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std::string templateId = key.first;
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ShaderManager::DefineMap defines = key.second;
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if (shader == nullptr)
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// I'm not sure how to handle a shader that was already broken as there's no way to get a potential replacement to the nodes that need it.
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continue;
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@ -391,13 +390,13 @@ namespace Shader
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void ShaderManager::releaseGLObjects(osg::State *state)
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{
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std::lock_guard<std::mutex> lock(mMutex);
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for (auto shader : mShaders)
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for (const auto& [_, shader] : mShaders)
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{
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if (shader.second != nullptr)
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shader.second->releaseGLObjects(state);
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if (shader != nullptr)
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shader->releaseGLObjects(state);
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}
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for (auto program : mPrograms)
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program.second->releaseGLObjects(state);
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for (const auto& [_, program] : mPrograms)
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program->releaseGLObjects(state);
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}
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}
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@ -245,13 +245,13 @@ namespace Terrain
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{
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{
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std::lock_guard<std::mutex> lock(mIndexBufferMutex);
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for (auto indexbuffer : mIndexBufferMap)
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indexbuffer.second->releaseGLObjects(state);
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for (const auto& [_, indexbuffer] : mIndexBufferMap)
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indexbuffer->releaseGLObjects(state);
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}
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{
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std::lock_guard<std::mutex> lock(mUvBufferMutex);
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for (auto uvbuffer : mUvBufferMap)
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uvbuffer.second->releaseGLObjects(state);
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for (const auto& [_, uvbuffer] : mUvBufferMap)
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uvbuffer->releaseGLObjects(state);
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}
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}
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