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https://github.com/panda3d/panda3d.git
synced 2025-09-29 16:20:11 -04:00
gobj: use range for where possible in PreparedGraphicsObjects
This makes the code easier to read and maintain.
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9201d75bbe
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f1b235e065
@ -274,11 +274,7 @@ release_all_textures() {
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int num_textures = (int)_prepared_textures.size() + (int)_enqueued_textures.size();
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Textures::iterator tci;
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for (tci = _prepared_textures.begin();
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tci != _prepared_textures.end();
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++tci) {
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TextureContext *tc = (*tci);
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for (TextureContext *tc : _prepared_textures) {
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tc->get_texture()->clear_prepared(tc->get_view(), this);
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tc->_object = nullptr;
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@ -599,11 +595,7 @@ release_all_geoms() {
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int num_geoms = (int)_prepared_geoms.size() + (int)_enqueued_geoms.size();
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Geoms::iterator gci;
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for (gci = _prepared_geoms.begin();
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gci != _prepared_geoms.end();
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++gci) {
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GeomContext *gc = (*gci);
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for (GeomContext *gc : _prepared_geoms) {
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gc->_geom->clear_prepared(this);
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gc->_geom = nullptr;
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@ -774,11 +766,7 @@ release_all_shaders() {
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int num_shaders = (int)_prepared_shaders.size() + (int)_enqueued_shaders.size();
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Shaders::iterator sci;
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for (sci = _prepared_shaders.begin();
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sci != _prepared_shaders.end();
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++sci) {
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ShaderContext *sc = (*sci);
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for (ShaderContext *sc : _prepared_shaders) {
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sc->_shader->clear_prepared(this);
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sc->_shader = nullptr;
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@ -952,11 +940,8 @@ release_all_vertex_buffers() {
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int num_vertex_buffers = (int)_prepared_vertex_buffers.size() + (int)_enqueued_vertex_buffers.size();
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Buffers::iterator vbci;
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for (vbci = _prepared_vertex_buffers.begin();
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vbci != _prepared_vertex_buffers.end();
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++vbci) {
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VertexBufferContext *vbc = (VertexBufferContext *)(*vbci);
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for (BufferContext *bc : _prepared_vertex_buffers) {
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VertexBufferContext *vbc = (VertexBufferContext *)bc;
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vbc->get_data()->clear_prepared(this);
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vbc->_object = nullptr;
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@ -973,9 +958,8 @@ release_all_vertex_buffers() {
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++bci) {
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BufferList &buffer_list = (*bci).second;
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nassertr(!buffer_list.empty(), num_vertex_buffers);
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BufferList::iterator li;
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for (li = buffer_list.begin(); li != buffer_list.end(); ++li) {
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VertexBufferContext *vbc = (VertexBufferContext *)(*li);
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for (BufferContext *bc : buffer_list) {
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VertexBufferContext *vbc = (VertexBufferContext *)bc;
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_released_vertex_buffers.push_back(vbc);
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}
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}
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@ -1150,11 +1134,8 @@ release_all_index_buffers() {
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int num_index_buffers = (int)_prepared_index_buffers.size() + (int)_enqueued_index_buffers.size();
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Buffers::iterator ibci;
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for (ibci = _prepared_index_buffers.begin();
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ibci != _prepared_index_buffers.end();
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++ibci) {
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IndexBufferContext *ibc = (IndexBufferContext *)(*ibci);
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for (BufferContext *bc : _prepared_index_buffers) {
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IndexBufferContext *ibc = (IndexBufferContext *)bc;
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ibc->get_data()->clear_prepared(this);
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ibc->_object = nullptr;
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@ -1171,10 +1152,9 @@ release_all_index_buffers() {
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++bci) {
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BufferList &buffer_list = (*bci).second;
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nassertr(!buffer_list.empty(), num_index_buffers);
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BufferList::iterator li;
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for (li = buffer_list.begin(); li != buffer_list.end(); ++li) {
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IndexBufferContext *vbc = (IndexBufferContext *)(*li);
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_released_index_buffers.push_back(vbc);
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for (BufferContext *bc : buffer_list) {
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IndexBufferContext *ibc = (IndexBufferContext *)bc;
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_released_index_buffers.push_back(ibc);
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}
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}
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_index_buffer_cache.clear();
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@ -1337,12 +1317,7 @@ release_all_shader_buffers() {
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int num_shader_buffers = (int)_prepared_shader_buffers.size() + (int)_enqueued_shader_buffers.size();
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Buffers::iterator bci;
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for (bci = _prepared_shader_buffers.begin();
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bci != _prepared_shader_buffers.end();
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++bci) {
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BufferContext *bc = (BufferContext *)(*bci);
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for (BufferContext *bc : _prepared_shader_buffers) {
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((ShaderBuffer *)bc->_object)->clear_prepared(this);
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bc->_object = nullptr;
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_released_shader_buffers.push_back(bc);
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