Remove all QUADS usage. Replaced with TRIANGLES and TRIANGLE_STRIP. May do another pass and replace un-textured TRIANGLE_STRIPs with TRIANGLES to reduce flush calls.
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@@ -70,6 +70,8 @@ const F32 PIXEL_CORRECTION_DISTANCE = 0.01f;
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const F32 PAD_UVY = 0.5f; // half of vertical padding between glyphs in the glyph texture
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const F32 DROP_SHADOW_SOFT_STRENGTH = 0.3f;
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const U32 GLYPH_VERTICES = 6;
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LLFontGL::LLFontGL()
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{
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clearEmbeddedChars();
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@@ -255,9 +257,9 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
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const LLFontGlyphInfo* next_glyph = NULL;
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const S32 GLYPH_BATCH_SIZE = 30;
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static LL_ALIGN_16(LLVector4a vertices[GLYPH_BATCH_SIZE * 4]);
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static LLVector2 uvs[GLYPH_BATCH_SIZE * 4];
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static LLColor4U colors[GLYPH_BATCH_SIZE * 4];
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static LL_ALIGN_16(LLVector4a vertices[GLYPH_BATCH_SIZE * GLYPH_VERTICES]);
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static LLVector2 uvs[GLYPH_BATCH_SIZE * GLYPH_VERTICES];
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static LLColor4U colors[GLYPH_BATCH_SIZE * GLYPH_VERTICES];
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LLColor4U text_color(color);
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@@ -302,18 +304,18 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
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if (glyph_count > 0)
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{
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gGL.begin(LLRender::QUADS);
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gGL.begin(LLRender::TRIANGLES);
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{
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gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4);
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gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * GLYPH_VERTICES);
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}
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gGL.end();
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glyph_count = 0;
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}
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renderQuad(vertices, uvs, colors, screen_rect, uv_rect, LLColor4U::white, 0);
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//No batching here. It will never happen.
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gGL.begin(LLRender::QUADS);
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gGL.begin(LLRender::TRIANGLES);
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{
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gGL.vertexBatchPreTransformed(vertices, uvs, colors, 4);
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gGL.vertexBatchPreTransformed(vertices, uvs, colors, GLYPH_VERTICES);
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}
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gGL.end();
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@@ -358,9 +360,9 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
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// otherwise the queued glyphs will be taken from wrong textures.
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if (glyph_count > 0)
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{
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gGL.begin(LLRender::QUADS);
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gGL.begin(LLRender::TRIANGLES);
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{
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gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4);
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gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * GLYPH_VERTICES);
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}
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gGL.end();
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glyph_count = 0;
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@@ -391,9 +393,9 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
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if (glyph_count >= GLYPH_BATCH_SIZE)
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{
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gGL.begin(LLRender::QUADS);
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gGL.begin(LLRender::TRIANGLES);
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{
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gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4);
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gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * GLYPH_VERTICES);
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}
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gGL.end();
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@@ -428,9 +430,9 @@ S32 LLFontGL::render(const LLWString &wstr, S32 begin_offset, F32 x, F32 y, cons
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if(glyph_count)
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{
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gGL.begin(LLRender::QUADS);
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gGL.begin(LLRender::TRIANGLES);
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{
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gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * 4);
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gGL.vertexBatchPreTransformed(vertices, uvs, colors, glyph_count * GLYPH_VERTICES);
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}
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gGL.end();
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}
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@@ -1271,13 +1273,23 @@ void LLFontGL::renderQuad(LLVector4a* vertex_out, LLVector2* uv_out, LLColor4U*
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{
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S32 index = 0;
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vertex_out[index].set(screen_rect.mLeft, screen_rect.mTop, 0.f);
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uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop);
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colors_out[index] = color;
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index++;
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vertex_out[index].set(screen_rect.mLeft + slant_amt, screen_rect.mBottom, 0.f);
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uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
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colors_out[index] = color;
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index++;
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vertex_out[index].set(screen_rect.mRight, screen_rect.mTop, 0.f);
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uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
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colors_out[index] = color;
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index++;
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vertex_out[index].set(screen_rect.mLeft, screen_rect.mTop, 0.f);
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uv_out[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop);
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vertex_out[index].set(screen_rect.mRight, screen_rect.mTop, 0.f);
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uv_out[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
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colors_out[index] = color;
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index++;
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@@ -1305,7 +1317,8 @@ void LLFontGL::drawGlyph(S32& glyph_count, LLVector4a* vertex_out, LLVector2* uv
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LLRectf screen_rect_offset = screen_rect;
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screen_rect_offset.translate((F32)(pass * BOLD_OFFSET), 0.f);
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renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect_offset, uv_rect, color, slant_offset);
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const U32 idx = glyph_count * GLYPH_VERTICES;
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renderQuad(&vertex_out[idx], &uv_out[idx], &colors_out[idx], screen_rect_offset, uv_rect, color, slant_offset);
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glyph_count++;
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}
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}
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@@ -1336,10 +1349,12 @@ void LLFontGL::drawGlyph(S32& glyph_count, LLVector4a* vertex_out, LLVector2* uv
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break;
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}
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renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect_offset, uv_rect, shadow_color, slant_offset);
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const U32 idx = glyph_count * GLYPH_VERTICES;
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renderQuad(&vertex_out[idx], &uv_out[idx], &colors_out[idx], screen_rect_offset, uv_rect, shadow_color, slant_offset);
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glyph_count++;
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}
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renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect, uv_rect, color, slant_offset);
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const U32 idx = glyph_count * GLYPH_VERTICES;
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renderQuad(&vertex_out[idx], &uv_out[idx], &colors_out[idx], screen_rect, uv_rect, color, slant_offset);
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glyph_count++;
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}
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else if (shadow == DROP_SHADOW)
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@@ -1348,14 +1363,17 @@ void LLFontGL::drawGlyph(S32& glyph_count, LLVector4a* vertex_out, LLVector2* uv
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shadow_color.mV[VALPHA] = U8(color.mV[VALPHA] * drop_shadow_strength);
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LLRectf screen_rect_shadow = screen_rect;
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screen_rect_shadow.translate(1.f, -1.f);
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renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect_shadow, uv_rect, shadow_color, slant_offset);
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U32 idx = glyph_count * GLYPH_VERTICES;
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renderQuad(&vertex_out[idx], &uv_out[idx], &colors_out[idx], screen_rect_shadow, uv_rect, shadow_color, slant_offset);
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glyph_count++;
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renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect, uv_rect, color, slant_offset);
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idx = glyph_count * GLYPH_VERTICES;
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renderQuad(&vertex_out[idx], &uv_out[idx], &colors_out[idx], screen_rect, uv_rect, color, slant_offset);
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glyph_count++;
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}
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else // normal rendering
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{
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renderQuad(&vertex_out[glyph_count * 4], &uv_out[glyph_count * 4], &colors_out[glyph_count * 4], screen_rect, uv_rect, color, slant_offset);
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const U32 idx = glyph_count * GLYPH_VERTICES;
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renderQuad(&vertex_out[idx], &uv_out[idx], &colors_out[idx], screen_rect, uv_rect, color, slant_offset);
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glyph_count++;
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}
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}
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