Issue found with PVS-Studio:

Many instances of a function or expression being used repeatedly, which can lower performance.

Fixed it in these cases by creating on local var, reference or pointer that's used instead.
This commit is contained in:
Areloch 2015-07-13 22:51:17 -05:00
parent ec63398042
commit 2002d74b78
38 changed files with 465 additions and 371 deletions

View file

@ -113,9 +113,11 @@ void GuiClockHud::initPersistFields()
void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
{
GFXDrawUtil* drawUtil = GFX->getDrawUtil();
// Background first
if (mShowFill)
GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
drawUtil->drawRectFill(updateRect, mFillColor);
// Convert ms time into hours, minutes and seconds.
S32 time = S32(getTime());
@ -129,13 +131,13 @@ void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
// Center the text
offset.x += (getWidth() - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;
offset.y += (getHeight() - mProfile->mFont->getHeight()) / 2;
GFX->getDrawUtil()->setBitmapModulation(mTextColor);
GFX->getDrawUtil()->drawText(mProfile->mFont, offset, buf);
GFX->getDrawUtil()->clearBitmapModulation();
drawUtil->setBitmapModulation(mTextColor);
drawUtil->drawText(mProfile->mFont, offset, buf);
drawUtil->clearBitmapModulation();
// Border last
if (mShowFrame)
GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
drawUtil->drawRect(updateRect, mFrameColor);
}

View file

@ -162,10 +162,12 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
else
mValue = 100 - (100 * control->getDamageValue());
}
GFXDrawUtil* drawUtil = GFX->getDrawUtil();
// If enabled draw background first
if (mShowFill)
GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
drawUtil->drawRectFill(updateRect, mFillColor);
// Prepare text and center it
S32 val = (S32)mValue;
@ -190,11 +192,11 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
}
}
GFX->getDrawUtil()->setBitmapModulation(tColor);
GFX->getDrawUtil()->drawText(mProfile->mFont, offset, buf);
GFX->getDrawUtil()->clearBitmapModulation();
drawUtil->setBitmapModulation(tColor);
drawUtil->drawText(mProfile->mFont, offset, buf);
drawUtil->clearBitmapModulation();
// If enabled draw the border last
if (mShowFrame)
GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
drawUtil->drawRect(updateRect, mFrameColor);
}

View file

@ -301,18 +301,20 @@ void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
offset.x -= width / 2;
offset.y -= height / 2;
GFXDrawUtil* drawUtil = GFX->getDrawUtil();
// Background fill first
if (mShowLabelFill)
GFX->getDrawUtil()->drawRectFill(RectI(offset, extent), mLabelFillColor);
drawUtil->drawRectFill(RectI(offset, extent), mLabelFillColor);
// Deal with opacity and draw.
mTextColor.alpha = opacity;
GFX->getDrawUtil()->setBitmapModulation(mTextColor);
GFX->getDrawUtil()->drawText(mProfile->mFont, offset + mLabelPadding, name);
GFX->getDrawUtil()->clearBitmapModulation();
drawUtil->setBitmapModulation(mTextColor);
drawUtil->drawText(mProfile->mFont, offset + mLabelPadding, name);
drawUtil->clearBitmapModulation();
// Border last
if (mShowLabelFrame)
GFX->getDrawUtil()->drawRect(RectI(offset, extent), mLabelFrameColor);
drawUtil->drawRect(RectI(offset, extent), mLabelFrameColor);
}

View file

@ -1171,8 +1171,10 @@ DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Materia
return;
}
TSMaterialList* shapeMaterialList = object->getShape()->materialList;
// Check the mapTo name exists for this shape
S32 matIndex = object->getShape()->materialList->getMaterialNameList().find_next(String(mapTo));
S32 matIndex = shapeMaterialList->getMaterialNameList().find_next(String(mapTo));
if (matIndex < 0)
{
Con::errorf("TSShape::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
@ -1190,13 +1192,13 @@ DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Materia
// Replace instances with the new material being traded in. Lets make sure that we only
// target the specific targets per inst, this is actually doing more than we thought
delete object->getShape()->materialList->mMatInstList[matIndex];
object->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
delete shapeMaterialList->mMatInstList[matIndex];
shapeMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
// Finish up preparing the material instances for rendering
const GFXVertexFormat *flags = getGFXVertexFormat<GFXVertexPNTTB>();
FeatureSet features = MATMGR->getDefaultFeatures();
object->getShape()->materialList->getMaterialInst(matIndex)->init( features, flags );
shapeMaterialList->getMaterialInst(matIndex)->init(features, flags);
}
DefineEngineMethod( TSStatic, getModelFile, const char *, (),,