bool has_matrix_order = false;
if(var.layout)
{
- vector<Layout::Qualifier> &qualifiers = var.layout->qualifiers;
- for(vector<Layout::Qualifier>::iterator i=qualifiers.begin(); i!=qualifiers.end(); ++i)
+ for(Layout::Qualifier &q: var.layout->qualifiers)
{
- if(i->name=="offset" && i->has_value)
+ if(q.name=="offset" && q.has_value)
{
- layout_offset = &i->value;
- if(i->value>=offset)
- offset = i->value;
+ layout_offset = &q.value;
+ if(q.value>=offset)
+ offset = q.value;
}
- else if(i->name=="column_major" || i->name=="row_major")
+ else if(q.name=="column_major" || q.name=="row_major")
has_matrix_order = true;
}
}
void LocationAllocator::apply(Module &module, const Features &features)
{
- for(list<Stage>::iterator i=module.stages.begin(); i!=module.stages.end(); ++i)
- apply(*i);
+ for(Stage &s: module.stages)
+ apply(s);
allocate_locations("uniform");
- for(vector<InterfaceBlock *>::const_iterator i=unbound_blocks.begin(); i!=unbound_blocks.end(); ++i)
- bind_uniform((*i)->layout, (*i)->block_name, features.uniform_binding_range);
- for(vector<VariableDeclaration *>::const_iterator i=unbound_textures.begin(); i!=unbound_textures.end(); ++i)
- bind_uniform((*i)->layout, (*i)->name, features.texture_binding_range);
+ for(InterfaceBlock *b: unbound_blocks)
+ bind_uniform(b->layout, b->block_name, features.uniform_binding_range);
+ for(VariableDeclaration *t: unbound_textures)
+ bind_uniform(t->layout, t->name, features.texture_binding_range);
}
void LocationAllocator::apply(Stage &stage)
void LocationAllocator::allocate_locations(const string &iface)
{
- vector<VariableDeclaration *>::iterator write = unplaced_variables.begin();
+ auto write = unplaced_variables.begin();
unsigned next = 0;
- for(vector<VariableDeclaration *>::const_iterator i=unplaced_variables.begin(); i!=unplaced_variables.end(); ++i)
+ for(auto i=unplaced_variables.begin(); i!=unplaced_variables.end(); ++i)
{
if((*i)->interface!=iface)
{
if((*i)->interface=="uniform")
{
- map<string, Uniform>::const_iterator j = uniforms.find((*i)->name);
+ auto j = uniforms.find((*i)->name);
if(j!=uniforms.end() && j->second.location>=0)
{
add_layout_value((*i)->layout, "location", j->second.location);
void LocationAllocator::bind_uniform(RefPtr<Layout> &layout, const string &name, unsigned range)
{
- map<string, Uniform>::const_iterator i = uniforms.find(name);
+ auto i = uniforms.find(name);
if(i!=uniforms.end() && i->second.bind_point>=0)
add_layout_value(layout, "binding", i->second.bind_point);
else
void PrecisionConverter::visit(Block &block)
{
- for(NodeList<Statement>::iterator i=block.body.begin(); i!=block.body.end(); ++i)
+ for(auto i=block.body.begin(); i!=block.body.end(); ++i)
{
if(&block==&stage->content)
insert_point = i;
void LegacyConverter::visit(Block &block)
{
- for(NodeList<Statement>::iterator i=block.body.begin(); i!=block.body.end(); ++i)
+ for(auto i=block.body.begin(); i!=block.body.end(); ++i)
{
if(&block==&stage->content)
uniform_insert_point = i;
{
if(var.layout)
{
- for(vector<Layout::Qualifier>::const_iterator i=var.layout->qualifiers.begin(); i!=var.layout->qualifiers.end(); )
+ for(auto i=var.layout->qualifiers.begin(); i!=var.layout->qualifiers.end(); )
{
if(i->name=="location")
{
{
if(iface.layout)
{
- for(vector<Layout::Qualifier>::const_iterator i=iface.layout->qualifiers.begin(); i!=iface.layout->qualifiers.end(); )
+ for(auto i=iface.layout->qualifiers.begin(); i!=iface.layout->qualifiers.end(); )
{
if(i->name=="location" && !supports_interface_block_location())
i = iface.layout->qualifiers.erase(i);