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Replace some raw pointers by unique_ptr (#16304)

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Lucas OH 2025-08-06 23:17:34 +02:00 committed by GitHub
parent c611a1f9e8
commit ecc876045f
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GPG key ID: B5690EEEBB952194
12 changed files with 56 additions and 48 deletions

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@ -122,7 +122,7 @@ bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
// This is only global so it can be used by RenderingEngine::draw_load_screen().
assert(!g_menucloudsmgr && !g_menuclouds);
std::unique_ptr<IWritableShaderSource> ssrc(createShaderSource());
ssrc->addShaderUniformSetterFactory(new FogShaderUniformSetterFactory());
ssrc->addShaderUniformSetterFactory(std::make_unique<FogShaderUniformSetterFactory>());
g_menucloudsmgr = m_rendering_engine->get_scene_manager()->createNewSceneManager();
g_menuclouds = new Clouds(g_menucloudsmgr, ssrc.get(), -1, rand());
g_menuclouds->setHeight(100.0f);

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@ -1360,13 +1360,15 @@ bool Game::createClient(const GameStartData &start_data)
return false;
}
shader_src->addShaderConstantSetter(new NodeShaderConstantSetter());
shader_src->addShaderConstantSetter(
std::make_unique<NodeShaderConstantSetter>());
auto *scsf = new GameGlobalShaderUniformSetterFactory(client);
shader_src->addShaderUniformSetterFactory(scsf);
auto scsf_up = std::make_unique<GameGlobalShaderUniformSetterFactory>(client);
auto* scsf = scsf_up.get();
shader_src->addShaderUniformSetterFactory(std::move(scsf_up));
shader_src->addShaderUniformSetterFactory(
new FogShaderUniformSetterFactory());
std::make_unique<FogShaderUniformSetterFactory>());
ShadowRenderer::preInit(shader_src);

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@ -11,10 +11,10 @@ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertice
u32 numVertices, const u16 *indices, u32 numIndices)
{
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
const TileLayer *layer = &tile.layers[layernum];
if (layer->empty())
const TileLayer &layer = tile.layers[layernum];
if (layer.empty())
continue;
append(*layer, vertices, numVertices, indices, numIndices, layernum);
append(layer, vertices, numVertices, indices, numIndices, layernum);
}
}

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@ -9,17 +9,15 @@
#include "settings.h"
RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud,
ShadowRenderer *_shadow_renderer, RenderPipeline *_pipeline, v2f _virtual_size_scale)
: device(_device), client(_client), hud(_hud), shadow_renderer(_shadow_renderer),
pipeline(_pipeline), virtual_size_scale(_virtual_size_scale)
std::unique_ptr<ShadowRenderer> _shadow_renderer,
std::unique_ptr<RenderPipeline> _pipeline,
v2f _virtual_size_scale)
: device(_device), client(_client), hud(_hud), shadow_renderer(std::move(_shadow_renderer)),
pipeline(std::move(_pipeline)), virtual_size_scale(_virtual_size_scale)
{
}
RenderingCore::~RenderingCore()
{
delete pipeline;
delete shadow_renderer;
}
RenderingCore::~RenderingCore() = default;
void RenderingCore::draw(video::SColor _skycolor, bool _show_hud,
bool _draw_wield_tool, bool _draw_crosshair)
@ -27,7 +25,7 @@ void RenderingCore::draw(video::SColor _skycolor, bool _show_hud,
v2u32 screensize = device->getVideoDriver()->getScreenSize();
virtual_size = v2u32(screensize.X * virtual_size_scale.X, screensize.Y * virtual_size_scale.Y);
PipelineContext context(device, client, hud, shadow_renderer, _skycolor, screensize);
PipelineContext context(device, client, hud, shadow_renderer.get(), _skycolor, screensize);
context.draw_crosshair = _draw_crosshair;
context.draw_wield_tool = _draw_wield_tool;
context.show_hud = _show_hud;

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@ -7,6 +7,7 @@
#include "irr_v2d.h"
#include <SColor.h>
#include <memory>
class IrrlichtDevice;
@ -21,16 +22,17 @@ protected:
IrrlichtDevice *device;
Client *client;
Hud *hud;
ShadowRenderer *shadow_renderer;
std::unique_ptr<ShadowRenderer> shadow_renderer;
RenderPipeline *pipeline;
std::unique_ptr<RenderPipeline> pipeline;
v2f virtual_size_scale;
v2u32 virtual_size { 0, 0 };
public:
RenderingCore(IrrlichtDevice *device, Client *client, Hud *hud,
ShadowRenderer *shadow_renderer, RenderPipeline *pipeline,
std::unique_ptr<ShadowRenderer> shadow_renderer,
std::unique_ptr<RenderPipeline> pipeline,
v2f virtual_size_scale);
RenderingCore(const RenderingCore &) = delete;
RenderingCore(RenderingCore &&) = delete;
@ -44,5 +46,5 @@ public:
v2u32 getVirtualSize() const;
ShadowRenderer *get_shadow_renderer() { return shadow_renderer; };
ShadowRenderer *get_shadow_renderer() { return shadow_renderer.get(); };
};

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@ -4,6 +4,7 @@
// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
#include "factory.h"
#include "log.h"
#include "plain.h"
#include "anaglyph.h"
@ -12,11 +13,13 @@
#include "secondstage.h"
#include "client/shadows/dynamicshadowsrender.h"
#include <memory>
struct CreatePipelineResult
{
v2f virtual_size_scale;
ShadowRenderer *shadow_renderer { nullptr };
RenderPipeline *pipeline { nullptr };
std::unique_ptr<ShadowRenderer> shadow_renderer;
std::unique_ptr<RenderPipeline> pipeline;
};
void createPipeline(const std::string &stereo_mode, IrrlichtDevice *device, Client *client, Hud *hud, CreatePipelineResult &result);
@ -27,44 +30,46 @@ RenderingCore *createRenderingCore(const std::string &stereo_mode, IrrlichtDevic
CreatePipelineResult created_pipeline;
createPipeline(stereo_mode, device, client, hud, created_pipeline);
return new RenderingCore(device, client, hud,
created_pipeline.shadow_renderer, created_pipeline.pipeline, created_pipeline.virtual_size_scale);
std::move(created_pipeline.shadow_renderer),
std::move(created_pipeline.pipeline),
created_pipeline.virtual_size_scale);
}
void createPipeline(const std::string &stereo_mode, IrrlichtDevice *device, Client *client, Hud *hud, CreatePipelineResult &result)
{
result.shadow_renderer = createShadowRenderer(device, client);
result.virtual_size_scale = v2f(1.0f);
result.pipeline = new RenderPipeline();
result.pipeline = std::make_unique<RenderPipeline>();
if (result.shadow_renderer)
result.pipeline->addStep<RenderShadowMapStep>();
if (stereo_mode == "none") {
populatePlainPipeline(result.pipeline, client);
populatePlainPipeline(result.pipeline.get(), client);
return;
}
if (stereo_mode == "anaglyph") {
populateAnaglyphPipeline(result.pipeline, client);
populateAnaglyphPipeline(result.pipeline.get(), client);
return;
}
if (stereo_mode == "interlaced") {
populateInterlacedPipeline(result.pipeline, client);
populateInterlacedPipeline(result.pipeline.get(), client);
return;
}
if (stereo_mode == "sidebyside") {
populateSideBySidePipeline(result.pipeline, client, false, false, result.virtual_size_scale);
populateSideBySidePipeline(result.pipeline.get(), client, false, false, result.virtual_size_scale);
return;
}
if (stereo_mode == "topbottom") {
populateSideBySidePipeline(result.pipeline, client, true, false, result.virtual_size_scale);
populateSideBySidePipeline(result.pipeline.get(), client, true, false, result.virtual_size_scale);
return;
}
if (stereo_mode == "crossview") {
populateSideBySidePipeline(result.pipeline, client, false, true, result.virtual_size_scale);
populateSideBySidePipeline(result.pipeline.get(), client, false, true, result.virtual_size_scale);
return;
}
// fallback to plain renderer
errorstream << "Invalid rendering mode: " << stereo_mode << std::endl;
populatePlainPipeline(result.pipeline, client);
}
populatePlainPipeline(result.pipeline.get(), client);
}

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@ -4,13 +4,13 @@
// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
#pragma once
#include "stereo.h"
#include "pipeline.h"
class InitInterlacedMaskStep : public TrivialRenderStep
{
public:
InitInterlacedMaskStep(TextureBuffer *buffer, u8 index);
void run(PipelineContext &context);
void run(PipelineContext &context) override;
private:
TextureBuffer *buffer;
video::ITexture *last_mask { nullptr };

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@ -23,4 +23,4 @@ private:
RenderTarget *target;
};
void populateSideBySidePipeline(RenderPipeline *pipeline, Client *client, bool horizontal, bool flipped, v2f &virtual_size_scale);
void populateSideBySidePipeline(RenderPipeline *pipeline, Client *client, bool horizontal, bool flipped, v2f &virtual_size_scale);

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@ -378,14 +378,14 @@ public:
// Shall be called from the main thread.
void rebuildShaders() override;
void addShaderConstantSetter(IShaderConstantSetter *setter) override
void addShaderConstantSetter(std::unique_ptr<IShaderConstantSetter> setter) override
{
m_constant_setters.emplace_back(setter);
m_constant_setters.emplace_back(std::move(setter));
}
void addShaderUniformSetterFactory(IShaderUniformSetterFactory *setter) override
void addShaderUniformSetterFactory(std::unique_ptr<IShaderUniformSetterFactory> setter) override
{
m_uniform_factories.emplace_back(setter);
m_uniform_factories.emplace_back(std::move(setter));
}
private:
@ -441,8 +441,8 @@ ShaderSource::ShaderSource()
m_shaderinfo_cache.emplace_back();
// Add global stuff
addShaderConstantSetter(new MainShaderConstantSetter());
addShaderUniformSetterFactory(new MainShaderUniformSetterFactory());
addShaderConstantSetter(std::make_unique<MainShaderConstantSetter>());
addShaderUniformSetterFactory(std::make_unique<MainShaderUniformSetterFactory>());
}
ShaderSource::~ShaderSource()

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@ -274,10 +274,10 @@ public:
virtual void rebuildShaders()=0;
/// @note Takes ownership of @p setter.
virtual void addShaderConstantSetter(IShaderConstantSetter *setter) = 0;
virtual void addShaderConstantSetter(std::unique_ptr<IShaderConstantSetter> setter) = 0;
/// @note Takes ownership of @p setter.
virtual void addShaderUniformSetterFactory(IShaderUniformSetterFactory *setter) = 0;
virtual void addShaderUniformSetterFactory(std::unique_ptr<IShaderUniformSetterFactory> setter) = 0;
};
IWritableShaderSource *createShaderSource();

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@ -107,7 +107,7 @@ void ShadowRenderer::disable()
void ShadowRenderer::preInit(IWritableShaderSource *shsrc)
{
if (g_settings->getBool("enable_dynamic_shadows")) {
shsrc->addShaderUniformSetterFactory(new ShadowUniformSetterFactory());
shsrc->addShaderUniformSetterFactory(std::make_unique<ShadowUniformSetterFactory>());
}
}
@ -687,7 +687,7 @@ std::string ShadowRenderer::readShaderFile(const std::string &path)
return prefix + content;
}
ShadowRenderer *createShadowRenderer(IrrlichtDevice *device, Client *client)
std::unique_ptr<ShadowRenderer> createShadowRenderer(IrrlichtDevice *device, Client *client)
{
if (!g_settings->getBool("enable_dynamic_shadows"))
return nullptr;
@ -701,7 +701,7 @@ ShadowRenderer *createShadowRenderer(IrrlichtDevice *device, Client *client)
return nullptr;
}
ShadowRenderer *shadow_renderer = new ShadowRenderer(device, client);
auto shadow_renderer = std::make_unique<ShadowRenderer>(device, client);
shadow_renderer->initialize();
return shadow_renderer;
}

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@ -6,6 +6,7 @@
#include <string>
#include <vector>
#include <memory>
#include <IrrlichtDevice.h>
#include "client/shadows/dynamicshadows.h"
#include <ISceneNode.h>
@ -165,4 +166,4 @@ private:
* @param client Reference to the client context.
* @return A new ShadowRenderer instance or nullptr if shadows are disabled or not supported.
*/
ShadowRenderer *createShadowRenderer(IrrlichtDevice *device, Client *client);
std::unique_ptr<ShadowRenderer> createShadowRenderer(IrrlichtDevice *device, Client *client);