fix: optimization: PVS-Studio warning V813

Passing large objects by const reference avoids unnecessary copying and enhances efficiency.

Reported by: PVS-Studio
Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
This commit is contained in:
Vyacheslav Ivanov
2024-08-02 05:35:55 +03:00
committed by Pugemon
parent 5b325ac2bc
commit 2c1103307f
42 changed files with 173 additions and 144 deletions
+7 -5
View File
@@ -59,8 +59,8 @@ void Batch2D::vertex(
buffer[index++] = a;
}
void Batch2D::vertex(
glm::vec2 point,
glm::vec2 uvpoint,
const glm::vec2& point,
const glm::vec2& uvpoint,
float r, float g, float b, float a
) {
buffer[index++] = point.x;
@@ -138,7 +138,7 @@ void Batch2D::rect(
UVRegion region,
bool flippedX,
bool flippedY,
glm::vec4 tint
const glm::vec4& tint
) {
if (index + 6*B2D_VERTEX_SIZE >= capacity) {
flush();
@@ -322,11 +322,13 @@ void Batch2D::rect(
vertex(v1, glm::vec2(0, 0), r2,g2,b2,1.0f);
}
void Batch2D::sprite(float x, float y, float w, float h, const UVRegion& region, glm::vec4 tint){
void Batch2D::sprite(float x, float y, float w, float h, const UVRegion& region,
const glm::vec4& tint){
rect(x, y, w, h, region.u1, region.v1, region.u2-region.u1, region.v2-region.v1, tint.r, tint.g, tint.b, tint.a);
}
void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index, glm::vec4 tint){
void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index,
const glm::vec4& tint){
float scale = 1.0f / (float)atlasRes;
float u = (index % atlasRes) * scale;
float v = 1.0f - ((index / atlasRes) * scale) - scale;
+8 -6
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@@ -31,8 +31,8 @@ class Batch2D : public Flushable {
);
void vertex(
glm::vec2 point,
glm::vec2 uvpoint,
const glm::vec2& point,
const glm::vec2& uvpoint,
float r, float g, float b, float a
);
@@ -44,11 +44,13 @@ public:
void texture(Texture* texture);
void untexture();
void setRegion(UVRegion region);
void sprite(float x, float y, float w, float h, const UVRegion& region, glm::vec4 tint);
void sprite(float x, float y, float w, float h, int atlasRes, int index, glm::vec4 tint);
void sprite(float x, float y, float w, float h, const UVRegion& region,
const glm::vec4& tint);
void sprite(float x, float y, float w, float h, int atlasRes, int index,
const glm::vec4& tint);
void point(float x, float y, float r, float g, float b, float a);
inline void setColor(glm::vec4 color) {
inline void setColor(const glm::vec4& color) {
this->color = color;
}
inline glm::vec4 getColor() const {
@@ -69,7 +71,7 @@ public:
float ox, float oy,
float angle, UVRegion region,
bool flippedX, bool flippedY,
glm::vec4 tint
const glm::vec4& tint
);
void rect(float x, float y, float w, float h);
+10 -10
View File
@@ -51,7 +51,7 @@ void Batch3D::vertex(
buffer[index++] = a;
}
void Batch3D::vertex(
glm::vec3 coord, float u, float v,
const glm::vec3& coord, float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = coord.x;
@@ -65,8 +65,8 @@ void Batch3D::vertex(
buffer[index++] = a;
}
void Batch3D::vertex(
glm::vec3 point,
glm::vec2 uvpoint,
const glm::vec3& point,
const glm::vec2& uvpoint,
float r, float g, float b, float a
) {
buffer[index++] = point.x;
@@ -118,12 +118,12 @@ void Batch3D::texture(Texture* new_texture){
}
void Batch3D::sprite(
glm::vec3 pos,
glm::vec3 up,
glm::vec3 right,
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right,
float w, float h,
const UVRegion& uv,
glm::vec4 color
const UVRegion& uv,
const glm::vec4& color
){
const float r = color.r;
const float g = color.g;
@@ -245,11 +245,11 @@ void Batch3D::blockCube(
cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
}
void Batch3D::point(glm::vec3 coord, glm::vec2 uv, glm::vec4 tint) {
void Batch3D::point(const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint) {
vertex(coord, uv, tint.r, tint.g, tint.b, tint.a);
}
void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
void Batch3D::point(const glm::vec3& coord, const glm::vec4& tint) {
point(coord, glm::vec2(), tint);
}
+12 -5
View File
@@ -27,12 +27,13 @@ class Batch3D : public Flushable {
float r, float g, float b, float a
);
void vertex(
glm::vec3 coord,
const glm::vec3& coord,
float u, float v,
float r, float g, float b, float a
);
void vertex(
glm::vec3 point, glm::vec2 uvpoint,
const glm::vec3& point,
const glm::vec2& uvpoint,
float r, float g, float b, float a
);
void face(
@@ -49,12 +50,18 @@ public:
void begin();
void texture(Texture* texture);
void sprite(glm::vec3 pos, glm::vec3 up, glm::vec3 right, float w, float h, const UVRegion& uv, glm::vec4 tint);
void sprite(
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right, float w, float h, const UVRegion& uv,
const glm::vec4& color
);
void xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading=true);
void cube(const glm::vec3 coords, const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void blockCube(const glm::vec3 size, const UVRegion(&texfaces)[6], const glm::vec4 tint, bool shading=true);
void point(glm::vec3 pos, glm::vec2 uv, glm::vec4 tint);
void point(glm::vec3 pos, glm::vec4 tint);
void point(
const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint);
void point(const glm::vec3& coord, const glm::vec4& tint);
void flush() override;
void flushPoints();
};
+1 -1
View File
@@ -148,7 +148,7 @@ void DrawContext::setBlendMode(BlendMode mode) {
set_blend_mode(mode);
}
void DrawContext::setScissors(glm::vec4 area) {
void DrawContext::setScissors(const glm::vec4& area) {
Window::pushScissor(area);
scissorsCount++;
}
+1 -1
View File
@@ -35,7 +35,7 @@ public:
void setDepthTest(bool flag);
void setCullFace(bool flag);
void setBlendMode(BlendMode mode);
void setScissors(glm::vec4 area);
void setScissors(const glm::vec4& area);
void setLineWidth(float width);
};
+2 -2
View File
@@ -18,7 +18,7 @@ public:
LineBatch(size_t capacity=4096);
~LineBatch();
inline void line(const glm::vec3 a, const glm::vec3 b, const glm::vec4 color) {
inline void line(const glm::vec3 &a, const glm::vec3 &b, const glm::vec4 &color) {
line(a.x, a.y, a.z, b.x, b.y, b.z, color.r, color.g, color.b, color.a);
}
void line(float x1, float y1, float z1, float x2, float y2, float z2,
@@ -26,7 +26,7 @@ public:
void box(float x, float y, float z, float w, float h, float d,
float r, float g, float b, float a);
inline void box(glm::vec3 xyz, glm::vec3 whd, glm::vec4 rgba) {
inline void box(const glm::vec3 &xyz, const glm::vec3 &whd, const glm::vec4 &rgba) {
box(xyz.x, xyz.y, xyz.z, whd.x, whd.y, whd.z,
rgba.r, rgba.g, rgba.b, rgba.a);
}
+6 -2
View File
@@ -8,7 +8,11 @@ inline constexpr glm::vec3 X(1, 0, 0);
inline constexpr glm::vec3 Y(0, 1, 0);
inline constexpr glm::vec3 Z(0, 0, 1);
void Mesh::addPlane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm) {
void Mesh::addPlane(
const glm::vec3 &pos,
const glm::vec3 &right,
const glm::vec3 &up,
const glm::vec3 &norm) {
vertices.push_back({pos-right-up, {0,0}, norm});
vertices.push_back({pos+right-up, {1,0}, norm});
vertices.push_back({pos+right+up, {1,1}, norm});
@@ -18,7 +22,7 @@ void Mesh::addPlane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm
vertices.push_back({pos-right+up, {0,1}, norm});
}
void Mesh::addBox(glm::vec3 pos, glm::vec3 size) {
void Mesh::addBox(const glm::vec3 &pos, const glm::vec3 &size) {
addPlane(pos+Z*size, X*size, Y*size, Z);
addPlane(pos-Z*size, -X*size, Y*size, -Z);
+6 -2
View File
@@ -16,8 +16,12 @@ namespace model {
std::string texture;
std::vector<Vertex> vertices;
void addPlane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm);
void addBox(glm::vec3 pos, glm::vec3 size);
void addPlane(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm);
void addBox(const glm::vec3& pos, const glm::vec3& size);
};
struct Model {
+3 -3
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@@ -54,11 +54,11 @@ void Shader::uniform2f(const std::string& name, float x, float y){
glUniform2f(getUniformLocation(name), x, y);
}
void Shader::uniform2f(const std::string& name, glm::vec2 xy){
void Shader::uniform2f(const std::string& name, const glm::vec2& xy){
glUniform2f(getUniformLocation(name), xy.x, xy.y);
}
void Shader::uniform2i(const std::string& name, glm::ivec2 xy){
void Shader::uniform2i(const std::string& name, const glm::ivec2& xy){
glUniform2i(getUniformLocation(name), xy.x, xy.y);
}
@@ -66,7 +66,7 @@ void Shader::uniform3f(const std::string& name, float x, float y, float z){
glUniform3f(getUniformLocation(name), x,y,z);
}
void Shader::uniform3f(const std::string& name, glm::vec3 xyz){
void Shader::uniform3f(const std::string& name, const glm::vec3& xyz){
glUniform3f(getUniformLocation(name), xyz.x, xyz.y, xyz.z);
}
+3 -3
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@@ -26,10 +26,10 @@ public:
void uniform1i(const std::string& name, int x);
void uniform1f(const std::string& name, float x);
void uniform2f(const std::string& name, float x, float y);
void uniform2f(const std::string& name, glm::vec2 xy);
void uniform2i(const std::string& name, glm::ivec2 xy);
void uniform2f(const std::string& name, const glm::vec2& xy);
void uniform2i(const std::string& name, const glm::ivec2& xy);
void uniform3f(const std::string& name, float x, float y, float z);
void uniform3f(const std::string& name, glm::vec3 xyz);
void uniform3f(const std::string& name, const glm::vec3& xyz);
/// @brief Create shader program using vertex and fragment shaders source.
/// @param vertexFile vertex shader file name