Added some variable names to make it clearer what their function was

avoid having lost of ->first and ->second that aren't meaningfull
remove_forgotten_code
florent.teppe 2 years ago
parent c71f3508df
commit 603b30e117

@ -394,19 +394,18 @@ namespace Shader
void reloadTouchedShaders(ShaderManager& Manager)
{
for (auto& shader : mShaderFiles)
for (auto& [pathShaderToTest, shaderKeys]: mShaderFiles)
{
std::filesystem::path pathShaderToTest = (shader.first);
std::filesystem::file_time_type write_time = std::filesystem::last_write_time(pathShaderToTest);
if (write_time.time_since_epoch() > mLastAutoRecompileTime.time_since_epoch())
{
for (const ShaderManager:: MapKey& descriptor : shader.second)
for (const auto& [templateName, shaderDefines]: shaderKeys)
{
const std::string& templateName = descriptor.first;
ShaderManager::ShaderMap::iterator shaderIt = Manager.mShaders.find(std::make_pair(templateName, descriptor.second));
ShaderManager::ShaderMap::iterator shaderIt = Manager.mShaders.find(std::make_pair(templateName, shaderDefines));
ShaderManager::TemplateMap::iterator templateIt = Manager.mShaderTemplates.find(templateName); //Can't be Null, if we're here it means the template was added
std::string& shaderSource = templateIt->second;
std::set<std::filesystem::path> insertedPaths;
std::filesystem::path path = (std::filesystem::path(Manager.mPath) / templateName);
std::ifstream stream;
@ -426,12 +425,10 @@ namespace Shader
{
break;
}
templateIt->second = source;
shaderSource = source;
std::string shaderSource = templateIt->second;
std::vector<std::string> linkedShaderNames;
if (!Manager.createSourceFromTemplate(shaderSource, linkedShaderNames, templateName, descriptor.second))
if (!Manager.createSourceFromTemplate(shaderSource, linkedShaderNames, templateName, shaderDefines))
{
break;
}

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