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authorVolker Krause <volker.krause@kdab.com>2016-03-05 13:12:16 +0100
committerVolker Krause <volker.krause@kdab.com>2016-03-05 15:33:27 +0000
commit972ea48c1b71cefd60284a3e129d67332e08c058 (patch)
tree441281c02ffe2717896368dcbb385868167bb5ee
parenta8193a3d2469ac6b4dce47addbb6f52be0bfe91f (diff)
Use const references in foreach loops for non-trivial types.
Found by clazy. Change-Id: I3260b06e56f49a5e18a1b0e7f60e5b1856923c18 Reviewed-by: Paul Lemire <paul.lemire@kdab.com> Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
-rw-r--r--src/render/frontend/qrenderaspect.cpp6
-rw-r--r--src/render/graphicshelpers/graphicscontext.cpp2
2 files changed, 4 insertions, 4 deletions
diff --git a/src/render/frontend/qrenderaspect.cpp b/src/render/frontend/qrenderaspect.cpp
index 30ef10826..c5685cf9f 100644
--- a/src/render/frontend/qrenderaspect.cpp
+++ b/src/render/frontend/qrenderaspect.cpp
@@ -360,7 +360,7 @@ 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 (Render::LoadSceneJobPtr job, sceneJobs) {
+ Q_FOREACH (const Render::LoadSceneJobPtr &job, sceneJobs) {
job->setNodeManagers(d->m_nodeManagers);
job->setSceneParsers(d->m_sceneParsers);
jobs.append(job);
@@ -369,7 +369,7 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
// Clear any previous temporary dependency
d->m_calculateBoundingVolumeJob->removeDependency(QWeakPointer<QAspectJob>());
const QVector<QAspectJobPtr> bufferJobs = createRenderBufferJobs();
- Q_FOREACH (const QAspectJobPtr bufferJob, bufferJobs)
+ Q_FOREACH (const QAspectJobPtr &bufferJob, bufferJobs)
d->m_calculateBoundingVolumeJob->addDependency(bufferJob);
jobs.append(bufferJobs);
@@ -500,7 +500,7 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::createGeometryRendererJobs()
void QRenderAspectPrivate::loadSceneParsers()
{
QStringList keys = QSceneParserFactory::keys();
- Q_FOREACH (QString key, keys) {
+ Q_FOREACH (const QString &key, keys) {
QAbstractSceneParser *sceneParser = QSceneParserFactory::create(key, QStringList());
if (sceneParser != Q_NULLPTR)
m_sceneParsers.append(sceneParser);
diff --git a/src/render/graphicshelpers/graphicscontext.cpp b/src/render/graphicshelpers/graphicscontext.cpp
index d1dce01b4..750f9400d 100644
--- a/src/render/graphicshelpers/graphicscontext.cpp
+++ b/src/render/graphicshelpers/graphicscontext.cpp
@@ -1014,7 +1014,7 @@ void GraphicsContext::setParameters(ShaderParameterPack &parameterPack)
// TO DO: Convert ShaderData to Buffer so that we can use that generic process
const QVector<BlockToUBO> blockToUBOs = parameterPack.uniformBuffers();
int uboIndex = 0;
- Q_FOREACH (const BlockToUBO b, blockToUBOs) {
+ Q_FOREACH (const BlockToUBO &b, blockToUBOs) {
Buffer *cpuBuffer = m_renderer->nodeManagers()->bufferManager()->lookupResource(b.m_bufferID);
GLBuffer *ubo = glBufferForRenderBuffer(cpuBuffer);
bindUniformBlock(shader->programId(), b.m_blockIndex, uboIndex);