From dce0f4f2b6d57aa02f2074fdb3925c756d2a96ba Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Sat, 18 Nov 2017 18:24:08 +0100 Subject: [PATCH] Use auto and range-based for loops a few places where it aids clarity. --- effect_chain.cpp | 10 ++++----- resource_pool.cpp | 56 ++++++++++++++++++----------------------------- 2 files changed, 25 insertions(+), 41 deletions(-) diff --git a/effect_chain.cpp b/effect_chain.cpp index 34a396a..0e20ce0 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1906,10 +1906,8 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height } } - for (map::const_iterator texture_it = output_textures.begin(); - texture_it != output_textures.end(); - ++texture_it) { - resource_pool->release_2d_texture(texture_it->second); + for (const auto &phase_and_texnum : output_textures) { + resource_pool->release_2d_texture(phase_and_texnum.second); } glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -1926,8 +1924,8 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height // Get back the timer queries. for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { Phase *phase = phases[phase_num]; - for (std::list::iterator timer_it = phase->timer_query_objects_running.begin(); - timer_it != phase->timer_query_objects_running.end(); ) { + for (auto timer_it = phase->timer_query_objects_running.cbegin(); + timer_it != phase->timer_query_objects_running.cend(); ) { GLint timer_query_object = *timer_it; GLint available; glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available); diff --git a/resource_pool.cpp b/resource_pool.cpp index 4cf42eb..af8380f 100644 --- a/resource_pool.cpp +++ b/resource_pool.cpp @@ -33,18 +33,13 @@ ResourcePool::~ResourcePool() { assert(program_refcount.empty()); - for (list::const_iterator freelist_it = program_freelist.begin(); - freelist_it != program_freelist.end(); - ++freelist_it) { - delete_program(*freelist_it); + for (GLuint program : program_freelist) { + delete_program(program); } assert(programs.empty()); assert(program_shaders.empty()); - for (list::const_iterator freelist_it = texture_freelist.begin(); - freelist_it != texture_freelist.end(); - ++freelist_it) { - GLuint free_texture_num = *freelist_it; + for (GLuint free_texture_num : texture_freelist) { assert(texture_formats.count(free_texture_num) != 0); texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]); texture_formats.erase(free_texture_num); @@ -57,18 +52,13 @@ ResourcePool::~ResourcePool() void *context = get_gl_context_identifier(); cleanup_unlinked_fbos(context); - for (map>::iterator context_it = fbo_freelist.begin(); - context_it != fbo_freelist.end(); - ++context_it) { - if (context_it->first != context) { + for (const auto &context_and_fbos : fbo_freelist) { + if (context_and_fbos.first != context) { // If this does not hold, the client should have called clean_context() earlier. - assert(context_it->second.empty()); + assert(context_and_fbos.second.empty()); continue; } - for (list::const_iterator freelist_it = context_it->second.begin(); - freelist_it != context_it->second.end(); - ++freelist_it) { - FBOFormatIterator fbo_it = *freelist_it; + for (FBOFormatIterator fbo_it : context_and_fbos.second) { glDeleteFramebuffers(1, &fbo_it->second.fbo_num); check_error(); fbo_formats.erase(fbo_it); @@ -318,7 +308,7 @@ void ResourcePool::unuse_glsl_program(GLuint instance_program_num) { pthread_mutex_lock(&lock); - map::const_iterator master_it = program_masters.find(instance_program_num); + auto master_it = program_masters.find(instance_program_num); assert(master_it != program_masters.end()); assert(program_instances.count(master_it->second)); @@ -336,7 +326,7 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs pthread_mutex_lock(&lock); // See if there's a texture on the freelist we can use. - for (list::iterator freelist_it = texture_freelist.begin(); + for (auto freelist_it = texture_freelist.begin(); freelist_it != texture_freelist.end(); ++freelist_it) { GLuint texture_num = *freelist_it; @@ -473,12 +463,10 @@ void ResourcePool::release_2d_texture(GLuint texture_num) // not be in the right context, so don't delete it right away; // the cleanup in release_fbo() (which calls cleanup_unlinked_fbos()) // will take care of actually doing that later. - for (map, FBO>::iterator format_it = fbo_formats.begin(); - format_it != fbo_formats.end(); - ++format_it) { + for (auto &key_and_fbo : fbo_formats) { for (unsigned i = 0; i < num_fbo_attachments; ++i) { - if (format_it->second.texture_num[i] == free_texture_num) { - format_it->second.texture_num[i] = GL_INVALID_INDEX; + if (key_and_fbo.second.texture_num[i] == free_texture_num) { + key_and_fbo.second.texture_num[i] = GL_INVALID_INDEX; } } } @@ -502,9 +490,8 @@ GLuint ResourcePool::create_fbo(GLuint texture0_num, GLuint texture1_num, GLuint pthread_mutex_lock(&lock); if (fbo_freelist.count(context) != 0) { // See if there's an FBO on the freelist we can use. - list::iterator end = fbo_freelist[context].end(); - for (list::iterator freelist_it = fbo_freelist[context].begin(); - freelist_it != end; ++freelist_it) { + auto end = fbo_freelist[context].end(); + for (auto freelist_it = fbo_freelist[context].begin(); freelist_it != end; ++freelist_it) { FBOFormatIterator fbo_it = *freelist_it; if (fbo_it->second.texture_num[0] == texture0_num && fbo_it->second.texture_num[1] == texture1_num && @@ -585,9 +572,8 @@ GLuint ResourcePool::create_vec2_vao(const set &attribute_indices, GLuint pthread_mutex_lock(&lock); if (vao_freelist.count(context) != 0) { // See if there's a VAO the freelist we can use. - list::iterator end = vao_freelist[context].end(); - for (list::iterator freelist_it = vao_freelist[context].begin(); - freelist_it != end; ++freelist_it) { + auto end = vao_freelist[context].end(); + for (auto freelist_it = vao_freelist[context].begin(); freelist_it != end; ++freelist_it) { VAOFormatIterator vao_it = *freelist_it; if (vao_it->second.vbo_num == vbo_num && vao_it->second.attribute_indices == attribute_indices) { @@ -610,10 +596,10 @@ GLuint ResourcePool::create_vec2_vao(const set &attribute_indices, GLuint glBindBuffer(GL_ARRAY_BUFFER, vbo_num); check_error(); - for (set::const_iterator attr_it = attribute_indices.begin(); attr_it != attribute_indices.end(); ++attr_it) { - glEnableVertexAttribArray(*attr_it); + for (GLint attr : attribute_indices) { + glEnableVertexAttribArray(attr); check_error(); - glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); + glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); check_error(); } @@ -658,8 +644,8 @@ void ResourcePool::clean_context() void ResourcePool::cleanup_unlinked_fbos(void *context) { - list::iterator end = fbo_freelist[context].end(); - for (list::iterator freelist_it = fbo_freelist[context].begin(); freelist_it != end; ) { + auto end = fbo_freelist[context].end(); + for (auto freelist_it = fbo_freelist[context].begin(); freelist_it != end; ) { FBOFormatIterator fbo_it = *freelist_it; bool all_unlinked = true; -- 2.39.2