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Minor optimization
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eda90061f9
commit
950a6b65e8
2 files changed
+3
-7
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@@ -60,7 +60,7 @@ void DrawBuffer::Flush(const GLSLProgram *program, bool set_blend_state) {
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glEnableVertexAttribArray(program->a_texcoord0);
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GL_CHECK();
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glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &verts_[0].x);
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glVertexAttribPointer(program->a_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), &verts_[0].r);
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glVertexAttribPointer(program->a_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), &verts_[0].rgba);
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if (program->a_texcoord0 != -1)
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glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &verts_[0].u);
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glDrawArrays(mode_ == DBMODE_LINES ? GL_LINES : GL_TRIANGLES, 0, count_);
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@@ -79,11 +79,7 @@ void DrawBuffer::V(float x, float y, float z, uint32 color, float u, float v) {
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vert->x = x;
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vert->y = y;
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vert->z = z;
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// todo: speedup rgba here
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vert->r = color & 0xFF;
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vert->g = (color >> 8) & 0xFF;
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vert->b = (color >> 16) & 0xFF;
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vert->a = (color >> 24) & 0xFF;
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vert->rgba = color;
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vert->u = u;
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vert->v = v;
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}
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@@ -108,7 +108,7 @@ class DrawBuffer {
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void DoAlign(int flags, float *x, float *y, float *w, float *h);
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struct Vertex {
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float x, y, z;
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uint8 r, g, b, a;
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uint32_t rgba;
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float u, v;
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};
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