Metal Prep Step 9 - Immutable render passes#1313
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thayerandrews wants to merge 3 commits intococos2d:developfrom
thayerandrews:metalPrep/Step09-ImmutableRenderPasses
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Metal Prep Step 9 - Immutable render passes#1313thayerandrews wants to merge 3 commits intococos2d:developfrom thayerandrews:metalPrep/Step09-ImmutableRenderPasses
thayerandrews wants to merge 3 commits intococos2d:developfrom
thayerandrews:metalPrep/Step09-ImmutableRenderPasses
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added 3 commits
April 22, 2015 17:39
And CCEffectRenderPassBeginBlockContext. With this change, all classes that define an effect are immutable which gets rid of a variety of potential issues if objects were mutated after an effect was created with them.
CCEffectRenderPassBeginBlockContext -> CCEffectBeginBlockContext CCEffectRenderPassBeginBlock -> CCEffectBeginBlock CCEffectRenderPassUpdateBlock -> CCEffectUpdateBlock Because CCERPBBC was just too long and the other two are for consistency.
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This isn't strictly necessary for Metal support but it's the last bit of cleanup that I wanted to work in with all of the refactoring that is necessary for Metal support. All classes that define an effect implementation are now immutable and, with this change, a whole host of potential "What would happen if X changed unexpectedly behind my back?" type situations are removed as are the bugs that go with them.
Here's a bit more detail: