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Remove rather useless check.
The prev == it condition could only fire on the first run of the loop, and on all subsequent runs prev (=next-1) will never be "it" anymore. Lack of this condition changes nothing, as the following lines checking for time distance between next and prev satisfy the same exit condition (i.e. next-1 will be "it" only if lower_bound does not find anything, hence next is farther away than MinVisNs).
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@ -358,7 +358,6 @@ int TimelineItemThread::PreprocessGhostLevel( const TimelineContext& ctx, const
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next = std::lower_bound( next, zitend, nextTime, [] ( const auto& l, const auto& r ) { return l.end.Val() < r; } );
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if( next == zitend ) break;
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auto prev = next - 1;
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if( prev == it ) break;
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const auto pt = prev->end.Val();
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const auto nt = next->end.Val();
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if( nt - pt >= MinVisNs ) break;
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@ -432,7 +431,6 @@ int TimelineItemThread::PreprocessZoneLevel( const TimelineContext& ctx, const V
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next = std::lower_bound( next, zitend, nextTime, [this] ( const auto& l, const auto& r ) { Adapter a; return m_worker.GetZoneEnd( a(l) ) < r; } );
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if( next == zitend ) break;
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auto prev = next - 1;
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if( prev == it ) break;
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const auto pt = m_worker.GetZoneEnd( a(*prev) );
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const auto nt = m_worker.GetZoneEnd( a(*next) );
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if( nt - pt >= MinVisNs ) break;
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@ -575,7 +573,6 @@ void TimelineItemThread::PreprocessSamples( const TimelineContext& ctx, const Ve
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next = std::lower_bound( next, itend, nextTime, [] ( const auto& l, const auto& r ) { return l.time.Val() < r; } );
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if( next == itend ) break;
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auto prev = next - 1;
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if( prev == it ) break;
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const auto pt = prev->time.Val();
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const auto nt = next->time.Val();
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if( nt - pt >= MinVisNs ) break;
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