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Some performance optimizations (#5424)

* Some performance optimizations

This is globally removing some memory useless copy

* use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it
 * pass some stack created strings to static const as they are not modified anywhere
 * Camera: return nametags per const ref instead of a list pointer, we only need to read it
 * INodeDefManager: getAll should be a result ref writer instead of a return copy
 * INodeDefManager: getAlias should return a const std::string ref
 * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop)
 * CNodeDefManager::updateAliases: prevent a idef getall copy
 * Profiler: constness
 * rollback_interface: create real_name later, and use const ref
 * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction,
 * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec
 * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
This commit is contained in:
Loïc Blot 2017-03-22 21:41:02 +01:00 committed by GitHub
parent 9efc5da0fb
commit 072bbba69a
16 changed files with 79 additions and 134 deletions

View file

@ -56,18 +56,21 @@ public:
void update(float m_time_of_day, float time_brightness,
float direct_brightness, bool sunlight_seen, CameraMode cam_mode,
float yaw, float pitch);
float getBrightness(){ return m_brightness; }
video::SColor getBgColor(){
const video::SColor &getBgColor() const
{
return m_visible ? m_bgcolor : m_fallback_bg_color;
}
video::SColor getSkyColor(){
const video::SColor &getSkyColor() const
{
return m_visible ? m_skycolor : m_fallback_bg_color;
}
bool getCloudsVisible(){ return m_clouds_visible && m_visible; }
video::SColorf getCloudColor(){ return m_cloudcolor_f; }
bool getCloudsVisible() { return m_clouds_visible && m_visible; }
const video::SColorf &getCloudColor() { return m_cloudcolor_f; }
void setVisible(bool visible){ m_visible = visible; }
void setFallbackBgColor(const video::SColor &fallback_bg_color){