Jelajahi Sumber

Replace VMap with HashMap in VisualShader.

Yufeng Ying 8 bulan lalu
induk
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31bfc41202
2 mengubah file dengan 11 tambahan dan 26 penghapusan
  1. 8 22
      scene/resources/visual_shader.cpp
  2. 3 4
      scene/resources/visual_shader.h

+ 8 - 22
scene/resources/visual_shader.cpp

@@ -1516,16 +1516,9 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
 	global_code += global_expressions;
 
 	//make it faster to go around through shader
-	VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
-	VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
+	HashMap<ConnectionKey, const List<Connection>::Element *> input_connections;
 
 	for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
-		ConnectionKey from_key;
-		from_key.node = E->get().from_node;
-		from_key.port = E->get().from_port;
-
-		output_connections.insert(from_key, E);
-
 		ConnectionKey to_key;
 		to_key.node = E->get().to_node;
 		to_key.port = E->get().to_port;
@@ -1536,7 +1529,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
 	shader_code += "\nvoid fragment() {\n";
 
 	HashSet<int> processed;
-	Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
+	Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, p_node, processed, true, classes);
 	ERR_FAIL_COND_V(err != OK, String());
 
 	switch (node->get_output_port_type(p_port)) {
@@ -1955,7 +1948,7 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
 	}
 }
 
-Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
+Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const HashMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
 	const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;
 
 	if (vsnode->is_disabled()) {
@@ -1977,7 +1970,7 @@ Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringB
 				continue;
 			}
 
-			Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, p_output_connections, from_node, r_processed, p_for_preview, r_classes);
+			Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, from_node, r_processed, p_for_preview, r_classes);
 			if (err) {
 				return err;
 			}
@@ -2702,8 +2695,7 @@ void VisualShader::_update_shader() const {
 		}
 
 		//make it faster to go around through shader
-		VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
-		VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
+		HashMap<ConnectionKey, const List<Connection>::Element *> input_connections;
 
 		StringBuilder func_code;
 		HashSet<int> processed;
@@ -2764,12 +2756,6 @@ void VisualShader::_update_shader() const {
 		}
 
 		for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
-			ConnectionKey from_key;
-			from_key.node = E->get().from_node;
-			from_key.port = E->get().from_port;
-
-			output_connections.insert(from_key, E);
-
 			ConnectionKey to_key;
 			to_key.node = E->get().to_node;
 			to_key.port = E->get().to_port;
@@ -2791,19 +2777,19 @@ void VisualShader::_update_shader() const {
 		}
 		insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length());
 
-		Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
+		Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, NODE_ID_OUTPUT, processed, false, classes);
 		ERR_FAIL_COND(err != OK);
 
 		if (varying_setters.has(i)) {
 			for (int &E : varying_setters[i]) {
-				err = _write_node(Type(i), &global_code, &global_code_per_node, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
+				err = _write_node(Type(i), &global_code, &global_code_per_node, nullptr, func_code, default_tex_params, input_connections, E, processed, false, classes);
 				ERR_FAIL_COND(err != OK);
 			}
 		}
 
 		if (emitters.has(i)) {
 			for (int &E : emitters[i]) {
-				err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
+				err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, E, processed, false, classes);
 				ERR_FAIL_COND(err != OK);
 			}
 		}

+ 3 - 4
scene/resources/visual_shader.h

@@ -156,12 +156,11 @@ private:
 			uint64_t port : 32;
 		};
 		uint64_t key = 0;
-		bool operator<(const ConnectionKey &p_key) const {
-			return key < p_key.key;
-		}
+		// This is used to apply default equal and hash methods for uint64_t to ConnectionKey.
+		operator uint64_t() const { return key; }
 	};
 
-	Error _write_node(Type p_type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const;
+	Error _write_node(Type p_type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<DefaultTextureParam> &r_def_tex_params, const HashMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const;
 
 	void _input_type_changed(Type p_type, int p_id);
 	bool has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const;