Reworking IRenderTarget interface to avoid constant memory allocations.

setTexture functions for single textures (more or less the usual case) IRenderTarget no longer need memory allocations 
on each call.
Also calling IRenderTarget::setTexture with a nullpointer no longer sets a rendertarget with an array which contains a single nullpointer but clears the array instead.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6243 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2021-08-26 16:45:20 +00:00
parent 075c64bebb
commit d03881b83a
8 changed files with 51 additions and 33 deletions

View File

@ -395,15 +395,15 @@ CSoftwareRenderTarget2::~CSoftwareRenderTarget2()
Textures[0]->drop();
}
void CSoftwareRenderTarget2::setTexture(const core::array<ITexture*>& textures, ITexture* depthStencil, const core::array<E_CUBE_SURFACE>& cubeSurfaces)
void CSoftwareRenderTarget2::setTextures(ITexture* const * textures, u32 numTextures, ITexture* depthStencil, const E_CUBE_SURFACE* cubeSurfaces, u32 numCubeSurfaces)
{
if (Textures != textures)
if (!Textures.equals(textures, numTextures))
{
ITexture* prevTexture = Textures[0];
bool textureDetected = false;
for (u32 i = 0; i < textures.size(); ++i)
for (u32 i = 0; i < numTextures; ++i)
{
if (textures[i] && textures[i]->getDriverType() == EDT_BURNINGSVIDEO)
{