cache FName conversion for GetGlobalShader
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3 changed files with 5 additions and 4 deletions
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@ -92,11 +92,10 @@ const GlobalShaderDesc * GetGlobalShader(int shaderNum, PClass * curActor, Globa
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}
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}
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FName MapName = level.MapName;
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shader = mapshaders[shaderNum].CheckKey(MapName);
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shader = mapshaders[shaderNum].CheckKey(level.MapFName);
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if(shader && shader->shaderindex > 0)
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{
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addr = {int16_t(shaderNum), 1, MapName.GetIndex()};
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addr = {int16_t(shaderNum), 1, level.MapFName.GetIndex()};
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return shader;
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}
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@ -127,7 +126,7 @@ const GlobalShaderDesc * GetGlobalShader(int shaderNum, PClass * curActor)
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const GlobalShaderDesc * GetGlobalShader(GlobalShaderAddr index)
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{
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if(index.num > NUM_BUILTIN_SHADERS || index.type > 2) return &nullglobalshader;
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if(index.num >= NUM_BUILTIN_SHADERS || index.type > 2) return &nullglobalshader;
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if(index.type == 0) return &globalshaders[index.num];
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