[Improvement] (MG_Backend/DirectGLES): Make most stuff const auto&

This commit is contained in:
BZLZHH
2025-10-26 09:56:56 +08:00
parent d90e35d630
commit b8d8188239
2 changed files with 36 additions and 26 deletions
+14 -14
View File
@@ -86,7 +86,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
MGLOG_D("Syncing buffer sub-data (glBufferSubData) for object with ID : %u", m_backendBufferId);
const void* data = stateBufferObject->GetDataReadOnly()->data();
auto range = stateBufferObject->GetDirtyRange();
const auto& range = stateBufferObject->GetDirtyRange();
// dirty range: [range.start, range.end)
MG_External::GLES::glBindBuffer(TempBufferTarget, m_backendBufferId);
@@ -101,7 +101,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
MGLOG_D("Syncing buffer map (glMapBuffer) for object with ID : %u", m_backendBufferId);
MGLOG_D("Mapping buffer with ID: %u", m_backendBufferId);
MG_External::GLES::glBindBuffer(TempBufferTarget, m_backendBufferId);
auto range = stateBufferObject->GetDirtyRange();
const auto& range = stateBufferObject->GetDirtyRange();
void* mappedData = MG_External::GLES::glMapBufferRange(
TempBufferTarget, range.start, range.end - range.start,
(invalidate ? GL_MAP_INVALIDATE_BUFFER_BIT : 0) | GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
@@ -157,18 +157,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
for (const auto& attribIndex : stateVAOObject->GetDirtyAttributeIndices()) {
const auto& attrib = stateVAOObject->GetAttribute(attribIndex);
auto bufferObject = attrib.Buffer;
const auto& bufferObject = attrib.Buffer;
if (!bufferObject) {
MGLOG_W("Attribute has no bound buffer, skipping.");
continue;
}
auto backendBufferIt = BufferImpl::g_backendBufferObjects.find(bufferObject);
const auto& backendBufferIt = BufferImpl::g_backendBufferObjects.find(bufferObject);
if (backendBufferIt == BufferImpl::g_backendBufferObjects.end()) {
MGLOG_E("No backend buffer found for attribute's buffer, cannot bind attribute.");
continue;
}
auto backendBufferObject = backendBufferIt->second;
const auto& backendBufferObject = backendBufferIt->second;
backendBufferObject->Bind(GL_ARRAY_BUFFER);
MG_External::GLES::glEnableVertexAttribArray(attribIndex);
@@ -180,11 +180,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
// TODO: divisor
}
auto indexBufferBinding = stateVAOObject->GetIndexBufferBindingSlot().GetBoundObject();
const auto& indexBufferBinding = stateVAOObject->GetIndexBufferBindingSlot().GetBoundObject();
if (indexBufferBinding) {
auto backendBufferIt = BufferImpl::g_backendBufferObjects.find(indexBufferBinding);
const auto& backendBufferIt = BufferImpl::g_backendBufferObjects.find(indexBufferBinding);
if (backendBufferIt != BufferImpl::g_backendBufferObjects.end()) {
auto backendBufferObject = backendBufferIt->second;
const auto& backendBufferObject = backendBufferIt->second;
backendBufferObject->Bind(GL_ELEMENT_ARRAY_BUFFER);
} else {
MGLOG_E("No backend buffer found for index buffer binding, cannot bind index buffer.");
@@ -274,7 +274,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
{ // Update sampler parameters; TODO: always use sampler objects in backend
auto samplerObject = stateTextureObject->GetSamplerObject();
const auto& samplerObject = stateTextureObject->GetSamplerObject();
if (samplerObject) {
MG_External::GLES::glTexParameteri(
target, GL_TEXTURE_MIN_FILTER,
@@ -359,13 +359,13 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
if (attachment.IsTexture()) {
auto textureObject = attachment.GetTexture();
auto backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
const auto& textureObject = attachment.GetTexture();
const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) {
MGLOG_E("No backend texture found for FBO attachment, cannot bind texture.");
continue;
}
auto backendTextureObject = backendTextureIt->second;
const auto& backendTextureObject = backendTextureIt->second;
backendTextureObject->Bind(MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget()));
MG_External::GLES::glFramebufferTexture2D(
GL_FRAMEBUFFER, MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(attachmentType),
@@ -451,8 +451,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
}
// Attach current shaders
for (auto& shader : stateProgramObject->GetAttachedShaders()) {
auto it = g_backendShaderObjects.find(shader);
for (const auto& shader : stateProgramObject->GetAttachedShaders()) {
const auto& it = g_backendShaderObjects.find(shader);
if (it != g_backendShaderObjects.end() && it->second) {
MG_External::GLES::glAttachShader(m_backendProgramId, it->second->GetBackendShaderId());
}