Renamed to SortedSets instead of Sets.

This commit is contained in:
hyzboy 2022-02-08 11:12:17 +08:00
parent f278dfc85a
commit 5712efd7a5
11 changed files with 16 additions and 16 deletions

2
CMCore

@ -1 +1 @@
Subproject commit 3b55f2f42b295f285fa0e4d7da8cd44e80adaf50 Subproject commit 3c047a6803801c9f76be5774cf2ea7622751dc77

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@ -8,13 +8,13 @@
#include<hgl/graph/VKArrayBuffer.h> #include<hgl/graph/VKArrayBuffer.h>
#include<hgl/graph/SceneInfo.h> #include<hgl/graph/SceneInfo.h>
#include<hgl/type/Color4f.h> #include<hgl/type/Color4f.h>
#include<hgl/type/Sets.h> #include<hgl/type/SortedSets.h>
namespace hgl namespace hgl
{ {
namespace graph namespace graph
{ {
using MVPArrayBuffer=GPUArrayBuffer<MVPMatrix>; using MVPArrayBuffer=GPUArrayBuffer<MVPMatrix>;
using MaterialSets=Sets<Material *>; using MaterialSets=SortedSets<Material *>;
/** /**
* <br> * <br>

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@ -3,7 +3,7 @@
#include<hgl/graph/VK.h> #include<hgl/graph/VK.h>
#include<hgl/type/Map.h> #include<hgl/type/Map.h>
#include<hgl/type/Sets.h> #include<hgl/type/SortedSets.h>
VK_NAMESPACE_BEGIN VK_NAMESPACE_BEGIN
class GPUBuffer; class GPUBuffer;
@ -19,7 +19,7 @@ class DescriptorSets
ObjectList<VkDescriptorImageInfo> image_list; ObjectList<VkDescriptorImageInfo> image_list;
List<VkWriteDescriptorSet> wds_list; List<VkWriteDescriptorSet> wds_list;
Sets<uint32_t> binded_sets; SortedSets<uint32_t> binded_sets;
bool is_dirty; bool is_dirty;

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@ -2,7 +2,7 @@
#include<hgl/graph/VK.h> #include<hgl/graph/VK.h>
#include<hgl/type/String.h> #include<hgl/type/String.h>
#include<hgl/type/Sets.h> #include<hgl/type/SortedSets.h>
VK_NAMESPACE_BEGIN VK_NAMESPACE_BEGIN
class GPUPhysicalDevice class GPUPhysicalDevice

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@ -2,7 +2,7 @@
#define HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE #define HGL_GRAPH_VULKAN_SHADER_MODULE_INCLUDE
#include<hgl/graph/VKShaderResource.h> #include<hgl/graph/VKShaderResource.h>
#include<hgl/type/Sets.h> #include<hgl/type/SortedSets.h>
VK_NAMESPACE_BEGIN VK_NAMESPACE_BEGIN
@ -60,7 +60,7 @@ class VertexShaderModule:public ShaderModule
private: private:
Sets<VAB *> vab_sets; SortedSets<VAB *> vab_sets;
public: public:

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@ -44,7 +44,7 @@ namespace hgl
virtual ~VertexAttribDataAccess()=default; virtual ~VertexAttribDataAccess()=default;
void GPUBufferData(const T *ptr) void Write(const T *ptr)
{ {
if(!ptr)return; if(!ptr)return;

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@ -3,7 +3,7 @@
#include<hgl/type/StrChar.h> #include<hgl/type/StrChar.h>
#include<hgl/type/Map.h> #include<hgl/type/Map.h>
#include<hgl/type/Sets.h> #include<hgl/type/SortedSets.h>
#include<hgl/graph/font/Font.h> #include<hgl/graph/font/Font.h>
#include<hgl/type/UnicodeBlocks.h> #include<hgl/type/UnicodeBlocks.h>
@ -70,7 +70,7 @@ namespace hgl
{ {
protected: protected:
Sets<void *> ref_object; SortedSets<void *> ref_object;
MapObject<u32char,CLA> cla_cache; MapObject<u32char,CLA> cla_cache;

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@ -99,7 +99,7 @@ namespace hgl
int draw_chars_count; ///<要绘制字符列表 int draw_chars_count; ///<要绘制字符列表
Sets<u32char> alone_chars; ///<不重复字符统计缓冲区 SortedSets<u32char> alone_chars; ///<不重复字符统计缓冲区
TileUVFloatMap alone_chars_uv; ///<所有要绘制字符的uv TileUVFloatMap alone_chars_uv; ///<所有要绘制字符的uv
struct CharDrawAttr struct CharDrawAttr

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@ -2,7 +2,7 @@
#define HGL_GUI_LAYOUT_INCLUDE #define HGL_GUI_LAYOUT_INCLUDE
#include<hgl/gui/Widget.h> #include<hgl/gui/Widget.h>
#include<hgl/type/Sets.h> #include<hgl/type/SortedSets.h>
namespace hgl namespace hgl
{ {
namespace gui namespace gui
@ -14,7 +14,7 @@ namespace hgl
{ {
protected: protected:
Sets<Widget *> widgets_set; SortedSets<Widget *> widgets_set;
public: public:

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@ -198,7 +198,7 @@ const bool GPUPhysicalDevice::CheckExtensionSupport(const AnsiString &name)const
const int GPUPhysicalDevice::GetMemoryType(uint32_t typeBits,VkMemoryPropertyFlags properties)const const int GPUPhysicalDevice::GetMemoryType(uint32_t typeBits,VkMemoryPropertyFlags properties)const
{ {
// Search memtypes to find first index with those properties // Search memtypes to find first index with those properties
for(int i=0; i<memory_properties.memoryTypeCount; i++) for(uint32_t i=0; i<memory_properties.memoryTypeCount; i++)
{ {
if(typeBits&1) // Type is available, does it match user properties? if(typeBits&1) // Type is available, does it match user properties?
if((memory_properties.memoryTypes[i].propertyFlags&properties)==properties) if((memory_properties.memoryTypes[i].propertyFlags&properties)==properties)

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@ -3,7 +3,7 @@
#include<hgl/graph/VK.h> #include<hgl/graph/VK.h>
#include<hgl/graph/VKShaderResource.h> #include<hgl/graph/VKShaderResource.h>
#include<hgl/type/Map.h> #include<hgl/type/Map.h>
#include<hgl/type/Sets.h> #include<hgl/type/SortedSets.h>
VK_NAMESPACE_BEGIN VK_NAMESPACE_BEGIN
struct PipelineLayoutData struct PipelineLayoutData
{ {