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Move const out of the loop.
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@ -324,6 +324,7 @@ int TimelineItemThread::PreprocessGhostLevel( const TimelineContext& ctx, const
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if( it == zitend ) return depth;
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if( it == zitend ) return depth;
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if( (zitend-1)->end.Val() < vStart ) return depth;
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if( (zitend-1)->end.Val() < vStart ) return depth;
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const auto MinVisNs = MinVisSize * nspx;
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int maxdepth = depth + 1;
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int maxdepth = depth + 1;
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while( it < zitend )
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while( it < zitend )
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@ -333,7 +334,6 @@ int TimelineItemThread::PreprocessGhostLevel( const TimelineContext& ctx, const
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const auto zsz = std::max( ( end - ev.start.Val() ) * pxns, pxns * 0.5 );
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const auto zsz = std::max( ( end - ev.start.Val() ) * pxns, pxns * 0.5 );
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if( zsz < MinVisSize )
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if( zsz < MinVisSize )
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{
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{
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const auto MinVisNs = MinVisSize * nspx;
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auto px1ns = ev.end.Val() - vStart;
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auto px1ns = ev.end.Val() - vStart;
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auto rend = end;
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auto rend = end;
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auto nextTime = end + MinVisNs;
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auto nextTime = end + MinVisNs;
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@ -400,6 +400,7 @@ int TimelineItemThread::PreprocessZoneLevel( const TimelineContext& ctx, const V
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if( !a(*it).IsEndValid() && m_worker.GetZoneEnd( a(*it) ) < vStart ) return depth;
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if( !a(*it).IsEndValid() && m_worker.GetZoneEnd( a(*it) ) < vStart ) return depth;
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if( m_worker.GetZoneEnd( a(*(zitend-1)) ) < vStart ) return depth;
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if( m_worker.GetZoneEnd( a(*(zitend-1)) ) < vStart ) return depth;
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const auto MinVisNs = MinVisSize * nspx;
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int maxdepth = depth + 1;
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int maxdepth = depth + 1;
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while( it < zitend )
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while( it < zitend )
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@ -409,7 +410,6 @@ int TimelineItemThread::PreprocessZoneLevel( const TimelineContext& ctx, const V
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const auto zsz = std::max( ( end - ev.Start() ) * pxns, pxns * 0.5 );
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const auto zsz = std::max( ( end - ev.Start() ) * pxns, pxns * 0.5 );
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if( zsz < MinVisSize )
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if( zsz < MinVisSize )
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{
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{
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const auto MinVisNs = MinVisSize * nspx;
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int num = 0;
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int num = 0;
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auto px1ns = end - vStart;
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auto px1ns = end - vStart;
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auto rend = end;
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auto rend = end;
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