Convert a loop to range-based for.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Mon, 27 May 2019 22:01:56 +0000 (00:01 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Mon, 27 May 2019 22:03:33 +0000 (00:03 +0200)
effect_chain.cpp

index 0775042..f11a5e4 100644 (file)
@@ -693,16 +693,15 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                }
 
                // Find all the dependencies of this effect, and add them to the stack.
-               vector<Node *> deps = node->incoming_links;
-               assert(node->effect->num_inputs() == deps.size());
-               for (unsigned i = 0; i < deps.size(); ++i) {
+               assert(node->effect->num_inputs() == node->incoming_links.size());
+               for (Node *dep : node->incoming_links) {
                        bool start_new_phase = false;
 
-                       Effect::MipmapRequirements save_needs_mipmaps = deps[i]->needs_mipmaps;
+                       Effect::MipmapRequirements save_needs_mipmaps = dep->needs_mipmaps;
 
                        if (node->effect->needs_texture_bounce() &&
-                           !deps[i]->effect->is_single_texture() &&
-                           !deps[i]->effect->override_disable_bounce()) {
+                           !dep->effect->is_single_texture() &&
+                           !dep->effect->override_disable_bounce()) {
                                start_new_phase = true;
                        }
 
@@ -717,17 +716,17 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                // if we have diamonds in the graph; if so, choose that.
                                // If not, the effect on the node can also decide (this is the
                                // more common case).
-                               Effect::MipmapRequirements dep_mipmaps = deps[i]->needs_mipmaps;
+                               Effect::MipmapRequirements dep_mipmaps = dep->needs_mipmaps;
                                if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) {
-                                       if (deps[i]->effect->num_inputs() == 0) {
-                                               Input *input = static_cast<Input *>(deps[i]->effect);
+                                       if (dep->effect->num_inputs() == 0) {
+                                               Input *input = static_cast<Input *>(dep->effect);
                                                dep_mipmaps = input->can_supply_mipmaps() ? Effect::DOES_NOT_NEED_MIPMAPS : Effect::CANNOT_ACCEPT_MIPMAPS;
                                        } else {
-                                               dep_mipmaps = deps[i]->effect->needs_mipmaps();
+                                               dep_mipmaps = dep->effect->needs_mipmaps();
                                        }
                                }
                                if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) {
-                                       deps[i]->needs_mipmaps = node->needs_mipmaps;
+                                       dep->needs_mipmaps = node->needs_mipmaps;
                                } else if (dep_mipmaps != node->needs_mipmaps) {
                                        // The dependency cannot supply our mipmap demands
                                        // (either because it's an input that can't do mipmaps,
@@ -738,8 +737,8 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                }
                        }
 
-                       if (deps[i]->outgoing_links.size() > 1) {
-                               if (!deps[i]->effect->is_single_texture()) {
+                       if (dep->outgoing_links.size() > 1) {
+                               if (!dep->effect->is_single_texture()) {
                                        // More than one effect uses this as the input,
                                        // and it is not a texture itself.
                                        // The easiest thing to do (and probably also the safest
@@ -747,7 +746,7 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                        // and then let the next passes read from that.
                                        start_new_phase = true;
                                } else {
-                                       assert(deps[i]->effect->num_inputs() == 0);
+                                       assert(dep->effect->num_inputs() == 0);
 
                                        // For textures, we try to be slightly more clever;
                                        // if none of our outputs need a bounce, we don't bounce
@@ -756,14 +755,14 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                        // Strictly speaking, we could bounce it for some outputs
                                        // and use it directly for others, but the processing becomes
                                        // somewhat simpler if the effect is only used in one such way.
-                                       for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
-                                               Node *rdep = deps[i]->outgoing_links[j];
+                                       for (unsigned j = 0; j < dep->outgoing_links.size(); ++j) {
+                                               Node *rdep = dep->outgoing_links[j];
                                                start_new_phase |= rdep->effect->needs_texture_bounce();
                                        }
                                }
                        }
 
-                       if (deps[i]->effect->is_compute_shader()) {
+                       if (dep->effect->is_compute_shader()) {
                                if (phase->is_compute_shader) {
                                        // Only one compute shader per phase.
                                        start_new_phase = true;
@@ -773,14 +772,14 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                        start_new_phase = true;
                                } else if (!start_new_phase) {
                                        phase->is_compute_shader = true;
-                                       phase->compute_shader_node = deps[i];
+                                       phase->compute_shader_node = dep;
                                }
-                       } else if (deps[i]->effect->sets_virtual_output_size()) {
-                               assert(deps[i]->effect->changes_output_size());
+                       } else if (dep->effect->sets_virtual_output_size()) {
+                               assert(dep->effect->changes_output_size());
                                // If the next effect sets a virtual size to rely on OpenGL's
                                // bilinear sampling, we'll really need to break the phase here.
                                start_new_phase = true;
-                       } else if (deps[i]->effect->changes_output_size() && !node->one_to_one_sampling) {
+                       } else if (dep->effect->changes_output_size() && !node->one_to_one_sampling) {
                                // If the next effect changes size and we don't have one-to-one sampling,
                                // we also need to break here.
                                start_new_phase = true;
@@ -790,17 +789,17 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                // Since we're starting a new phase here, we don't need to impose any
                                // new demands on this effect. Restore the status we had before we
                                // started looking at it.
-                               deps[i]->needs_mipmaps = save_needs_mipmaps;
+                               dep->needs_mipmaps = save_needs_mipmaps;
 
-                               phase->inputs.push_back(construct_phase(deps[i], completed_effects));
+                               phase->inputs.push_back(construct_phase(dep, completed_effects));
                        } else {
-                               effects_todo_this_phase.push(deps[i]);
+                               effects_todo_this_phase.push(dep);
 
                                // Propagate the one-to-one status down through the dependency.
-                               deps[i]->one_to_one_sampling = node->one_to_one_sampling &&
-                                       deps[i]->effect->one_to_one_sampling();
-                               deps[i]->strong_one_to_one_sampling = node->strong_one_to_one_sampling &&
-                                       deps[i]->effect->strong_one_to_one_sampling();
+                               dep->one_to_one_sampling = node->one_to_one_sampling &&
+                                       dep->effect->one_to_one_sampling();
+                               dep->strong_one_to_one_sampling = node->strong_one_to_one_sampling &&
+                                       dep->effect->strong_one_to_one_sampling();
                        }
 
                        node->incoming_link_type.push_back(start_new_phase ? IN_ANOTHER_PHASE : IN_SAME_PHASE);