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authorMarc Mutz <marc.mutz@kdab.com>2016-02-29 01:01:50 +0100
committerMarc Mutz <marc.mutz@kdab.com>2016-04-28 22:49:52 +0000
commit27a4379af8b6dd239b405158747a1f9a00579ed5 (patch)
treeab2b8bd956c8734beec4d790fffcd509fecca1ac
parent8fbd0187a05b47440ad7f6f9bc839d030e8af262 (diff)
render/frontend: eradicate Q_FOREACH loops [low-risk]
... by replacing them with C++11 range-for loops. To avoid detaches of these mutable Qt containers, wrap the container in qAsConst(), where needed. This is the batch with low-risk changes. They operate on local containers or the loop body clearly does not cause the container to change. Saves another ~2.2KiB in text size on optimized GCC 6.0 Linux AMD64 builds. Change-Id: I4daec2939ab778565c20140244cdf58e88bb8129 Reviewed-by: Volker Krause <volker.krause@kdab.com>
-rw-r--r--src/render/frontend/qrenderaspect.cpp14
-rw-r--r--src/render/frontend/qrendertarget.cpp2
-rw-r--r--src/render/frontend/sphere_p.h2
3 files changed, 9 insertions, 9 deletions
diff --git a/src/render/frontend/qrenderaspect.cpp b/src/render/frontend/qrenderaspect.cpp
index d27a36080..c2b10c876 100644
--- a/src/render/frontend/qrenderaspect.cpp
+++ b/src/render/frontend/qrenderaspect.cpp
@@ -318,7 +318,7 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
d->m_cleanupJob->setRoot(d->m_renderer->sceneRoot());
const QVector<QNodeId> texturesPending = manager->textureDataManager()->texturesPending();
- Q_FOREACH (QNodeId textureId, texturesPending) {
+ for (const QNodeId textureId : texturesPending) {
Render::LoadTextureDataJobPtr loadTextureJob(new Render::LoadTextureDataJob(textureId));
loadTextureJob->setNodeManagers(manager);
jobs.append(loadTextureJob);
@@ -327,7 +327,7 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
// One for urgent jobs that are mandatory for the rendering of a frame
// Another for jobs that can span across multiple frames (Scene/Mesh loading)
const QVector<Render::LoadSceneJobPtr> sceneJobs = manager->sceneManager()->pendingSceneLoaderJobs();
- Q_FOREACH (const Render::LoadSceneJobPtr &job, sceneJobs) {
+ for (const Render::LoadSceneJobPtr &job : sceneJobs) {
job->setNodeManagers(d->m_nodeManagers);
job->setSceneIOHandlers(d->m_sceneIOHandler);
jobs.append(job);
@@ -336,7 +336,7 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
// Clear any previous temporary dependency
d->m_calculateBoundingVolumeJob->removeDependency(QWeakPointer<QAspectJob>());
const QVector<QAspectJobPtr> bufferJobs = d->createRenderBufferJobs();
- Q_FOREACH (const QAspectJobPtr &bufferJob, bufferJobs)
+ for (const QAspectJobPtr &bufferJob : bufferJobs)
d->m_calculateBoundingVolumeJob->addDependency(bufferJob);
jobs.append(bufferJobs);
@@ -433,7 +433,7 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspectPrivate::createRenderBufferJobs()
const QVector<QNodeId> dirtyBuffers = m_nodeManagers->bufferManager()->dirtyBuffers();
QVector<QAspectJobPtr> dirtyBuffersJobs;
- Q_FOREACH (QNodeId bufId, dirtyBuffers) {
+ for (const QNodeId bufId : dirtyBuffers) {
Render::HBuffer bufferHandle = m_nodeManagers->lookupHandle<Render::Buffer, Render::BufferManager, Render::HBuffer>(bufId);
if (!bufferHandle.isNull()) {
// Create new buffer job
@@ -452,7 +452,7 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspectPrivate::createGeometryRendererJob
const QVector<QNodeId> dirtyGeometryRenderers = geomRendererManager->dirtyGeometryRenderers();
QVector<QAspectJobPtr> dirtyGeometryRendererJobs;
- Q_FOREACH (QNodeId geoRendererId, dirtyGeometryRenderers) {
+ for (const QNodeId geoRendererId : dirtyGeometryRenderers) {
Render::HGeometryRenderer geometryRendererHandle = geomRendererManager->lookupHandle(geoRendererId);
if (!geometryRendererHandle.isNull()) {
Render::LoadGeometryJobPtr job(new Render::LoadGeometryJob(geometryRendererHandle));
@@ -466,8 +466,8 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspectPrivate::createGeometryRendererJob
void QRenderAspectPrivate::loadSceneParsers()
{
- QStringList keys = QSceneParserFactory::keys();
- Q_FOREACH (QString key, keys) {
+ const QStringList keys = QSceneParserFactory::keys();
+ for (const QString &key : keys) {
QSceneIOHandler *sceneIOHandler = QSceneParserFactory::create(key, QStringList());
if (sceneIOHandler != Q_NULLPTR)
m_sceneIOHandler.append(sceneIOHandler);
diff --git a/src/render/frontend/qrendertarget.cpp b/src/render/frontend/qrendertarget.cpp
index e09d2b230..b947d8494 100644
--- a/src/render/frontend/qrendertarget.cpp
+++ b/src/render/frontend/qrendertarget.cpp
@@ -59,7 +59,7 @@ void QRenderTarget::copy(const QNode *ref)
{
QNode::copy(ref);
const QRenderTarget *other = static_cast<const QRenderTarget*>(ref);
- Q_FOREACH (QRenderTargetOutput *output, other->d_func()->m_outputs)
+ for (QRenderTargetOutput *output : other->d_func()->m_outputs)
addOutput(qobject_cast<QRenderTargetOutput *>(QNode::clone(output)));
}
diff --git a/src/render/frontend/sphere_p.h b/src/render/frontend/sphere_p.h
index 08d1e1696..de93faa05 100644
--- a/src/render/frontend/sphere_p.h
+++ b/src/render/frontend/sphere_p.h
@@ -92,7 +92,7 @@ public:
void expandToContain(const QVector3D &point);
inline void expandToContain(const QVector<QVector3D> &points)
{
- Q_FOREACH (const QVector3D &p, points)
+ for (const QVector3D &p : points)
expandToContain(p);
}